Gaming machine and gaming system having control lever

ABSTRACT

A gaming machine includes a control lever that is gripped by a player, a display configured to display an effect image, and a controller programmed to execute a predetermined process. The control lever includes a rotation axis, a reel handle configured to rotate the rotation axis, a rotation sensor configured to detect the number of rotation of the rotation axis, and a rotation resistance imparting unit configured to impart resistance to the rotation axis such that the torque increases in accordance with the rotational speed in one direction of the rotation axis. In accordance with the game status of the game, the controller causes the rotation sensor to detect the number of rotation of the rotation axis which is rotated as the reel handle of the control lever is rotated, and changes the content of the effect image displayed on the display in accordance with the detected number of rotation.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of, and claims the priority benefitof, co-pending U.S. application Ser. No. 13/987,301, the entire contentsof which are incorporated herein by reference. That parent applicationwas filed as provisional application No. 61/704,366 on Oct. 16, 2012,and subsequently was converted to the above-referenced non-provisionalapplication.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a gaming machine including a controllever and to a gaming system.

2. Description of Related Art

A gaming machine displaying fishing game images has been known. In sucha known gaming machine, a game image showing a fishline with a fishhook(e.g., a lure) and fish is displayed on a display, and an image showingthat the fish is hooked by the fishhook on the fishline is displayedwhen a predetermined condition is satisfied. Thereafter, either an imageindicating the success in the fishing or an image indicating the successin the fishing is displayed.

In the gaming machine above, it is important to display a game image offishing that induces the player to feel as if he/she is actually playingfishing, to enhance the excitement of the fishing game.

SUMMARY OF THE INVENTION

An object of the present invention is to provide a gaming machine and agaming system capable of running a fishing game that induces players tofeel as if they are actually playing fishing.

The present invention relates to a gaming machine configured to allow anormal game to be shifted to a special game,

the gaming machine including:

a control lever gripped by a player;

a display configured to display an effect image; and

a controller programmed to execute a predetermined process,

the control lever including a rotation axis, a reel handle configured torotate the rotation axis, a rotation sensor configured to detect thenumber of rotation of the rotation axis, and a rotation resistanceimparting unit configured to impart resistance to the rotation axis sothat a torque is increased in accordance with the rotational speed inone direction of the rotation axis,

the controller executing the steps of:

(a1) causing the normal game to be shifted to the special game when apredetermined condition is satisfied;

(a2) in accordance with a game status of the special game, causing therotation sensor to detect the number of rotation of the rotation axiswhich is rotated as the reel handle of the control lever is rotated; and

(a3) in accordance with the detected number of rotation, changing aneffect content represented by the effect image displayed on the display.

According to the arrangement above, as the player rotates the reelhandle of the control lever in accordance with the game status, thenumber of rotation of the rotation axis is detected by the rotationsensor and the effect content represented by the effect image displayedon the display is changed in accordance with the detected number ofrotation. In a fishing game which is a common game, for example, theplayer can therefore imitate the action of rotating a reel by rotatingthe reel handle with the assumption that the control lever is a fishingrod, and can change the game content and effect images by rotating thehandle. This provides the player with an effect of as if he/she isactually playing fishing.

Furthermore, because the control lever is provided with the rotationresistance imparting unit which imparts resistance to the rotation axissuch that the torque increases in accordance with the rotational speedin one direction of the rotation axis, rotation resistance imparted to areel of an actual fishing rod is reproduced.

In the present invention, the above-described gaming machine is arrangedso that the control lever further includes an effect sound generatorwhich is configured to generate sound by causing a gear attached to therotation axis to contact a flexible plate fixed to the control lever.

Because the effect sound generator is provided in the control lever asdescribed above, the teeth of the gear slap the flexible blade fixed tothe control lever as the reel handle is rotated by the player, with theresult that ticking sound is generated as if a real fishing reel isrotating. This provides the player with an effect of as if he/she isactually playing fishing.

In the present invention, the above-described gaming machine is arrangedsuch that the control lever further includes a vibration generatorconfigured to vibrate the control lever, and in accordance with the gamestatus of the special game, the controller executes a step of vibratingthe control lever by causing the vibration generator to vibrate.

Because the vibration motor is provided in the control lever asdescribed above, the control lever is vibrated as the vibration motor isvibrated in accordance with the game status of the fishing game in thecommon game. This provides the player with an effect of as if he/she isactually playing fishing.

In the present invention, a gaming system in which a normal game isshifted to a common game,

the gaming system including:

a plurality of gaming terminals each including a control lever grippedby a player and a terminal controller programmed to execute apredetermined process;

a common display configured to display a common effect image; and

a center controller programmed to executed a predetermined process,

the control lever including a rotation axis, a reel handle configured torotate the rotation axis, a rotation sensor configured to detect thenumber of rotation of the rotation axis, and a rotation resistanceimparting unit configured to impart resistance to the rotation axis suchthat a torque increases in accordance with the rotational speed in onedirection of the rotation axis,

the center controller executing the steps of:

(b1) when a predetermined condition is satisfied, executing the commongame in which the gaming terminals are synchronized;

(b2) sending a common game start instruction to the gaming terminals atwhich the common game is executed; and

(b3) when information regarding the number of rotation is supplied,changing an effect content represented by the common effect imagedisplayed on the common display, in accordance with the number ofrotation, and

the terminal controller executing the steps of:

(c1) causing the normal game to be shifted to the common game when thecommon game start instruction is supplied;

(c2) in accordance with a game status of the common game, causing therotation sensor to detect the number of rotation of the rotation axiswhich is rotated as the reel handle of the control lever is rotated; and

(c3) sending the information regarding the number of rotation to thecenter controller.

According to the arrangement above, as the player rotates the reelhandle of the control lever in accordance with the game status, thenumber of rotation of the rotation axis is detected by the rotationsensor and the effect content represented by the effect image displayedon the display is changed in accordance with the detected number ofrotation. In a fishing game which is a common game in which the gamingterminals are synchronized, for example, the player can thereforeimitate the action of rotating a reel by rotating the reel handle withthe assumption that the control lever is a fishing rod, and can changethe game content and effect images by rotating the handle. This providesthe player with an effect of as if he/she is actually playing fishing.

Furthermore, because the control lever is provided with the rotationresistance imparting unit which imparts resistance to the rotation axissuch that the torque increases in accordance with the rotational speedin one direction of the rotation axis, rotation resistance imparted to areel of an actual fishing rod is reproduced.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates the outline of a gaming machine.

FIG. 2 is a block diagram of a gaming terminal

FIG. 3 is block diagram of a center controller.

FIG. 4 illustrates the internal connection layout of the gaming machine.

FIG. 5 is a front elevation of the entirety of the gaming machine.

FIG. 6 is a perspective view of the gaming terminal

FIG. 7 is a schematic drawing of a control lever.

FIG. 8 shows the inside of the control lever.

FIG. 9 illustrates an effect sound generator provided in the controllever.

FIG. 10 is a profile of the control lever.

FIG. 11 illustrates a lever position determining table.

FIG. 12 is a block diagram of a control circuit of the terminalcontroller.

FIG. 13 is a block diagram of a control circuit of the centercontroller.

FIG. 14 shows an example of a display screen of a base game.

FIG. 15 illustrates a normal game symbol table.

FIG. 16 illustrates a normal game qualification time awarding table.

FIG. 17 illustrates a game qualification time management table.

FIG. 18 illustrates a maximum qualification time table.

FIG. 19 illustrates an accumulation calculation table.

FIG. 20 illustrates a quick catch bonus normal payout table.

FIG. 21 illustrates a quick catch bonus special payout table.

FIG. 22 shows an example of a display screen of a base game.

FIG. 23 illustrates a display state of a terminal image display paneland an upper display.

FIG. 24 illustrates an independent special game qualification timeawarding table.

FIG. 25 illustrates a display state on the upper display during anindependent special game.

FIG. 26 illustrates a bonus type table.

FIG. 27 illustrates an independent special game probability table.

FIG. 28 shows an example of a display screen of an independent specialgame.

FIG. 29 illustrates a mystery bonus start random determination table.

FIG. 30 illustrates a mystery bonus probability table.

FIG. 31 shows an example of a display screen of a mystery bonus.

FIG. 32 illustrates a common game start random determination table.

FIG. 33 illustrates a common game type random determination table.

FIG. 34A illustrates an example of a common game start effect image.

FIG. 34B illustrates the display state on the upper display 700 duringthe first common game.

FIG. 35A illustrates the display state on the upper display 700 afterthe rotation of the reel handle starts in the first common game.

FIG. 35B illustrates the display state on the upper display 700 afterthe rotation of the reel handle starts in the first common game.

FIG. 35C illustrates the display state on the upper display 700 afterthe rotation of the reel handle starts in the first common game.

FIG. 36 shows an example of a fish hooked image.

FIG. 37 shows an examples of a failure image.

FIG. 38A shows another example of the failure image.

FIG. 38B shows a further example of the failure image.

FIG. 39A shows an example of a level selection table.

FIG. 39B shows an example of a failure effect determination table.

FIG. 40 shows an example of a game progress determination table.

FIG. 41A shows an example of a fishing game progress data.

FIG. 41B shows an example of the fishing game progress data.

FIG. 41C shows an example of the fishing game progress data.

FIG. 42 illustrates a vibration pattern table.

FIG. 43A illustrates a display pattern table.

FIG. 43B illustrates an illumination pattern table.

FIG. 44 is a flowchart of a boot process.

FIG. 45 is a flowchart of an initial process.

FIG. 46 is a flowchart of a terminal-side base game process.

FIG. 47 is a flowchart of a center-controller-side process.

FIG. 48 is a flowchart of a quick catch bonus process.

FIG. 49 is a flowchart of a terminal-side bonus game process.

FIG. 50A is a flowchart of a terminal-side common game process.

FIG. 50B is the first flowchart of a terminal-side effect process.

FIG. 50C is the second flowchart of the terminal-side effect process.

FIG. 51A is a flowchart of a center-controller-side common game process.

FIG. 51B is a flowchart of a first common game display process.

FIG. 52 is a flowchart of a progressive bonus related process.

FIG. 53 is a flowchart of a terminal-side progressive bonus process.

FIG. 54 is a flowchart of a progressive controller-side progressivebonus process.

FIG. 55 is a flowchart of a center controller-side progressive bonusprocess.

FIG. 56 shows an example of a progressive bonus effect image.

FIG. 57 illustrates a modification of the normal game qualification timeawarding table.

FIG. 58 shows an example of a screen displaying ranking.

FIG. 59 is a block diagram of a gaming terminal of a modification.

FIG. 60 is a flowchart of a terminal-side base game process of amodification.

FIG. 61 shows an internal connection layout of a gaming machine ofanother embodiment.

FIG. 62 is a flowchart of a gaming-terminal-side SEA FISHING BONUSprocess.

FIG. 63 is a flowchart of the gaming-terminal-side SEA FISHING BONUSprocess.

FIG. 64 is a flowchart of a media player process.

FIG. 65 is a flowchart of the media player process.

FIG. 66 is a flowchart of a symbol scrolling display process.

FIG. 67 illustrates the initial setting and the state of update of thecontrol lever.

FIG. 68 is a first illustration of an inclination angle table.

FIG. 69 is a second illustration of an inclination angle table.

FIG. 70 illustrates a first warning image.

FIG. 71 illustrates a second warning image.

FIG. 72 is a flowchart of an initial setting process.

FIG. 73 is a flowchart of a correction setting process.

FIG. 74 is a flowchart of a warning level setting process.

FIG. 75 is a flowchart of a warning process.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

The following will describe an embodiment of the present invention withreference to the drawings.

(Outline of Gaming Machine)

A gaming machine includes a plurality of gaming terminals and a centercontroller data-communicably connected to the gaming terminals. Eachgaming terminal runs independently of the other gaming terminals a basegame using symbol columns, and runs a common game in sync with the othergaming terminals.

More specifically, as shown in FIG. 1 to FIG. 3, the gaming machine 300of the present embodiment has a multi-player type structure, wheregaming terminals 10 are connected in a parallel manner and incommunication with a center controller 200. The gaming machine 300 isstructured so that each gaming terminal 10 is able to individually run abase game such as a slot game, independently of the other gamingterminals 10. In the base game, symbols 501 are rearranged on theterminal display 614 (terminal image display panel 16) of the gamingterminal 10.

(Functional Block of Gaming Machine 300: Gaming Terminal 10)

The gaming machine 300 having the above structure includes the gamingterminals 10 and the external controller 621 (center controller 200)data-communicably connected to the gaming terminals 10, as illustratedin FIGS. 1 to 3. The external controller 621 is data-communicablyconnected to the gaming terminals 10 which are provided in a parallelmanner.

The gaming terminal 10 includes a bet button unit 601, a spin buttonunit 602, a control lever 603, a terminal display 614, a movementpattern storage device 608, a terminal-side bonus type storage device609, and a terminal-side probability table storage device 610. Thegaming terminal also includes a terminal controller 630 which controlsthese units and devices. Note that the bet button unit 601, the spinbutton unit 602, and the control lever 603 each is a kind of an inputdevice. Further, the gaming terminal 10 includes a transceiver unit 652which enables data communication with the external controller 621.

The bet button unit 601 has a function of accepting a player's operationfor entering a bet amount. The spin button unit 602 and the controllever 603 have a function of receiving a start of a game such as a basegame through a player's operation, i.e., start operation. The terminaldisplay 614 has a function of displaying, in the form of a still image,various symbols 501, numerical values, marks, or the like, anddisplaying moving pictures such as an effect movie.

With the control lever 603, input operation from the outside ispossible, and the control lever 603 is controlled by the terminalcontroller 630 so that it is movable in accordance with a plurality ofmovement patterns.

The terminal-side bonus type storage device 609 stores bonus types andunit payout amounts of the terminal bonus games, in association with oneanother. The terminal-side probability table storage device 610 stores aprobability table in which combinations of the terminal bonus games areassociated with the probabilities of the combinations.

The terminal controller 630 includes: a coin insertion/start-check unit602 a; a base game running unit 605; a common game running unit 653; arandom number sampling unit 615; a symbol determining unit 612; aneffect-use random number sampling unit 616; an effect determining unit613; a speaker unit 617; a lamp unit 618; a winning determining unit619; and a payout unit 620.

The coin insertion/start-check unit 602 a determines which one of thebase game, the bonus game, the common game, and the like is to bestarted, and determines whether the determined one of the base game, thebonus game, the common game, and the like is startable, based on signalsoutput from the bet button unit 601, the spin button unit 602, and thecontrol lever device 600, and a signal or the like from the centercontroller 200.

The base game running unit 605 has a function of running a base game oncondition that the bet button unit 601 is operated. The base gamerunning unit 605 determines whether to run a terminal bonus game, basedon a combination of rearranged symbols 501 resulted from the base game.

Further, the base game running unit 605 has a function of outputting thestate of the base game to the center controller 200, via the transceiverunit 652. That is, the base game running unit 605 outputs the executionstate information to the center controller 200.

The common game running unit 653 has a function of running the commongame, based on a game start command from the center controller 200.

The symbol determining unit 612 has: a function of determining symbols501 to be rearranged, by using a random number given by the randomnumber sampling unit 615; a function of rearranging selected symbols 501on the symbol display region 614 a of the terminal display 614; and afunction of outputting information of the symbols 501 rearranged, to thewinning determining unit 619.

More specifically, the symbol determining unit 612 has functions of:selecting a symbol column image 500 according to the game (base game orcommon game); scroll-displaying the symbol column image 500 selected onthe terminal display 614; and stopping the scroll display to rearrangethe symbols 501 determined

The effect-use random number sampling unit 616 has functions of: whenreceiving the effect instruction signal from the symbol determining unit612, sampling an effect-use random number; and outputting the effect-userandom number to the effect determining unit. The effect determiningunit has: a function of determining an effect by using the effect-userandom number; a function of outputting, to a image display region 614 bof the terminal display 614, image information of the effect thusdetermined; and a function of outputting audio information andillumination information of the effect to the speaker unit 617 and thelamp unit 618, respectively.

The winning determining unit 619 has: a function of determining whethera winning is achieved when rearrangement information of the symbols 501,which is a display state rearranged on the terminal display 614, isobtained; a function of calculating a payout amount based on a winningcombination when it is determined that a winning is achieved; and afunction of outputting a payout signal based on the payout amount to thepayout unit 620. The payout unit 620 has a function of awarding theplayer a game value in the form of a coin, a medal, credit, or the like,based on a payout signal from the winning determining unit 619 or thecenter controller.

The transceiver unit 652 has functions of: outputting the running stateof the base game, points calculated in the common game, or the like tothe center controller 200, along with the identification information ofeach gaming terminal 10; and receiving the game start command, thecommon game symbol column image 500 b, or the like from the centercontroller 200.

(Functional Block of Gaming Machine 300: External Controller)

The gaming terminal 10 structured as above is connected to the externalcontroller 621. This external controller 621 has a function of remotelyoperating and monitoring the operation state of each gaming terminal 10and processes such as changes in various game setting values. Further,the external controller 621 has a function of running the common game ina plurality of gaming terminals 10 simultaneously.

More specifically, as shown in FIG. 3, the external controller 621includes a common game running unit 6211, a game start command unit6212, a payout determining unit 6213, a memory 6214, a transceiver unit6217, a plurality of upper displays 700, display controllers 701, anilluminance sensor 702, a display pattern storage unit 6215, an imagestorage unit 6216, a center-side bonus type storage unit 6219, and acenter-side probability table storage unit 6220.

The common game running unit 6211 has functions of determining whetherto start the common game, based on the state of the base game obtainedfrom the terminal controller 630, and synchronizing the common game runin each of the gaming terminals 10. The game start command unit 6212 hasa function of outputting the game start command to the gaming terminal10. The memory 6214 stores, for each gaming terminal 10, common gamequalification times in association with respective payout rates. Thetransceiver unit 6217 has a function of allowing data exchange with thegaming terminals 10.

The upper displays 700 are provided in a parallel manner, and arecontrolled by the associated display controllers 701 so that the upperdisplays 700 form a single common effect display screen. The commoneffect display screen is arranged to display a plurality of individualimages corresponding to the respective gaming terminals 10. Furthermore,the common effect display screen is arranged to display a common gamestart effect image. The common game start effect image is stored in theimage storage unit 6216. The display controllers 701 are controlled bythe common game running unit 6211. The illuminance sensor 702 detectsthe brightness of the disturbance light on the upper displays 700.

The display pattern storage unit 6215 stores sets of identificationinformation in association with a plurality of display patterns of theindividual image. Furthermore, the center-side bonus type storage unit6219 stores bonus types and unit payout amounts of the common game inassociation with one another. The center-side probability table storageunit 6220 stores a probability table in which combinations of the bonustypes are associated with the probabilities of these combinations.

It is noted that the gaming terminals 10 are connected to the centercontroller 200 by wire, wireless, or a combination thereof. A unit ofbet amount may be a currency such as dollar, yen, euro, or the like, ormay be a game point used exclusively in a hole having the gaming machine300 or in the industry.

The expression “rearrange” means dismissing an arrangement of symbols501, and once again arranging symbols 501. An “arrangement” means astate of symbols 501, which can be visually confirmed by a player.

Note that a “unit game” includes a series of operations performed withina period between a start of receiving a bet to a point where a winningmay be resulted. In the present embodiment, a unit game is repeatable inthe base game, and contains one each of the following: a bet time wherea bet is accepted; a game time where symbols 501 having been stopped arerearranged; and a payout time where a payout process is performed toaward a payout. Note that the “base game” is a game runnable oncondition that a game value is bet, which base game awards an amount ofgame media based on symbols 501 rearranged. In other words, the “basegame” is a game in which a unit game is started on the premise that agame value is consumed. The “unit game” in the present embodiment is aso-called slot game which is run in each gaming terminal 10independently of the other gaming terminals 10.

Note that the gaming machine 300 of the present embodiment is structuredso that each gaming terminal 10 is able to run a bonus game (terminalbonus game) independently of the other gaming terminals 10. Anotherbonus game may be adopted in combination, provided that the player isgiven a more advantageous gaming state than the base game. For example,in the bonus game, various states such as a state in which a largeramount of game values than in the base game is obtainable, a state inwhich the probability of obtaining a game value is higher than in thebase game, and a state in which the amount of consumed game values issmaller than in the base game such as a free game may be realizedindependently or in combination.

A game runnable with a bet of less game values than the base game isreferred to as “free game”. Note that “bet of less game values”encompasses a bet of zero game value. The “free game” therefore may be agame runnable without a bet of game value, which awards an amount ofgame values according to symbols 501 having been rearranged. In otherwords, the “free game” may be a game which is started without thepremise that a game value is consumed. To the contrary, the “base game”is a game runnable on condition that a game value is bet, which awardsan amount of game values according to symbols 501 rearranged. In otherwords, the “base game” is a game which starts on the premise that a gamevalue is consumed.

The gaming machine 300 of the present embodiment has a state in whichthe base game or the bonus game is runnable, and a state in which thecommon game is runnable. The base game is also referred to as normalgame. Further, the common game or the period during which the commongame is run is referred to as “event time”.

The “game value” is a coin, bill, or electronic informationcorresponding to them. Note that the game value in the present inventionis not particularly limited. Examples of the game value include gamemedia such as medals, tokens, electronic money, tickets, and the like.Further, the ticket is not particularly limited and may be a ticket witha barcode or the like.

Although the present embodiment describes a gaming machine 300 which hasa center controller 200 in addition to the gaming terminals 10, theinvention is not limited to this. The gaming machine 300 may be arrangedso that one or more gaming terminal 10 has the function of the centercontroller 200 and the gaming terminals 10 are connected with each otherto be able to exchange data therebetween.

(Internal Connection Layout of Gaming Machine 300)

Now, referring to FIG. 4, the internal connection layout of the gamingmachine 300 including the gaming terminals 10 will be described. FIG. 4shows the gaming machine 300 including the gaming terminals 10 accordingto the embodiment of the present invention.

The gaming machine 300 includes six gaming terminals 10 and an externalcontroller 621. The external controller 621 includes three upperdisplays 700 (700 a, 700 b, and 700 c) and three display controllers 701(701 a, 701 b, and 701 c). The display controller 701 a is a componentof the center controller 200 and hosts the other display controllers 701b and 701 c. In other words, the display controllers 701 b and 701 c areclients of the display controller 701 a. The display controllers 701 a,701 b, and 701 c are connected with the respective upper displays 700 a,700 b, and 700 c via monitor cables 302, so as to function as systemcontrollers controlling the respective upper displays 700.

In addition to the above, the gaming machine 300 is provided with a hub201. Upstream of the hub 201, the display controller 701 a (centercontroller 200) and an unillustrated progressive controller 340 areconnected via a LAN cable 301. On the other hand, downstream of the hub201, the gaming terminals 10 and the display controllers 701 b and 701 care connected via the LAN cable 301. That is to say, the centercontroller 200 is connected with the gaming terminals 10 to be able toconduct data communications therebetween, and the center controller 200(display controller 701 a) is connected to be able to control thedisplay controllers 701 b and 701 c. This makes it possible to controlthe display controllers 701 a, 701 b, and 701 c to cause the upperdisplays 700 to display images as a single common effect display screen.

In addition to the above, the upper display 700 a is provided with anilluminance sensor 702 to detect the brightness of disturbance lightapplied to the upper display 700 a.

(Mechanical Structure of Gaming Machine 300)

Next, the following describes a specific example of mechanical andelectrical structures of the gaming machine 300 thus structured.

As shown in FIG. 5, the gaming machine 300 includes: six gamingterminals 10 which are provided in a parallel manner and eachindependently runs a base game (first game); an external controller 621(center controller 200) which is connected with the gaming terminals 10to be able to communicate therewith and runs a common game (third game);and the progressive controller 340 which is not illustrated. Theexternal controller 621 has three parallel upper displays 700 a, 700 b,and 700 c forming a single common effect display screen, independentlyfrom the gaming terminals 10.

Between neighboring gaming terminals 10, an inter-terminal panel 800 isprovided. Each inter-terminal panel 800 has at least one LED to lightthe panel itself. The inter-terminal panel 800 is decorated withpictures indicating the theme of the games playable by the gamingmachine 300, giving integrity to the gaming terminals 10. This makes theentirety of the gaming machine 300 look larger than the actual size.

In addition to the above, the upper displays 700 are provided with LEDunits 801 corresponding to the respective gaming terminals 10. Morespecifically, the LED units 801 are provided at the upper parts of theframe of each upper display 700 to be immediately above the respectivegaming terminals 10. That is to say, the LED units 801 are provided toenclose the upper displays 700. For example, when a later-describedindependent special game starts at the corresponding gaming terminal 10,the LED unit 801 produces an effect such as flickering for thecorresponding gaming terminal 10. This makes it possible to report whichgaming terminal 10 wins the independent special game.

In addition to the above, above the external controller 621 and aboveeach gaming terminal 10, decoration panels decorated with picturesindicating the theme of the games playable by the gaming machine 300 areprovided. It is noted that, except FIG. 9, the inter-terminal panels800, the LED units 801, and the decoration panels are omitted from thefigures.

As shown in FIG. 6, the gaming terminal 10 includes a cabinet 11 and amain door 13 provided on the front surface of the cabinet 11. The maindoor 13 has a terminal image display panel 16 (terminal display showinga game result). The terminal image display panel 16 has a transparentliquid crystal panel for displaying various kinds of information. Theterminal image display panel 16 displays display windows 150 (videoreels 151 to 155) for scroll-displaying and arranging a plurality ofsymbols 501 (see FIG. 14). Further, the terminal image display panel 16displays various information and effect images related to a game, asneeded.

The present embodiment deals with a case where the terminal imagedisplay panel 16 electrically displays symbols 501 arranged in fivecolumns and three rows. However, the present invention is not limited tothis.

Note that the terminal image display panel 16 may have a credit amountdisplay unit and a payout amount display unit. The credit amount displayunit displays a total value (hereinafter also referred to as totalcredit amount) which the gaming terminal 10 can pay out to a player. Thepayout amount display unit displays the number of coins to be paid outwhen symbols stopped along a payline form a winning combination.

Below the terminal image display panel 16 provided are a control panel20, a coin receiving slot 21, and a bill validator 22. The control panel20 is provided with buttons 23 to 27 and the control lever 603. Thesebuttons 23 to 27 and the control lever 600 allow the player to inputinstructions concerning the progress of a game. Through the coinreceiving slot 21, a coin is received in the cabinet 11.

As shown in FIG. 7, the control panel 20 has: a spin button 23, a changebutton 24, a cashout button 25, a 1-bet button 26 (switch for receivinga bet), and a maximum bet button 27 (switch for receiving a bet). Thespin button 23 is for inputting an instruction to start symbolscrolling. The change button 24 is used to ask a staff person in thegaming facility for exchange of money. The cashout button 25 is forinputting an instruction to pay out coins corresponding to the totalcredit amount into the coin tray 18.

The 1-bet button 26 is used for betting one coin out of thosecorresponding to the total credit amount. The maximum bet button 27 isused for betting, out of those corresponding to the total credit amount,a upper limit of coins (e.g., 50 coins) which can be bet in one game.

The bill validator 22 validates whether a bill is genuine or not andreceives the genuine bill into the cabinet 11. Note that the billvalidator 22 is capable of reading a barcode attached to alater-mentioned barcoded ticket 39. When the bill validator 22 reads thebarcoded ticket 39, it outputs to the main CPU 41 a read signalrepresenting information having read from the barcode.

On the lower front surface of the main door 13, that is, below thecontrol panel 20, a belly glass 34 is provided as shown in FIG. 6. Onthe belly glass 34, a character of the gaming terminal 10, or the likeis drawn.

Below the terminal image display panel 16 are provided a ticket printer35, a card reader 36, a data displayer 37, and a keypad 38. The ticketprinter 35 prints on a ticket a barcode and outputs the ticket as thebarcoded ticket 39. The barcode is encoded data containing a creditamount, date and time, an identification number of the gaming terminal10, or the like. A player can play a game in another gaming terminal 10using the barcoded ticket 39 having the barcode, or can exchange thebarcoded ticket 39 having the barcode with a bill or the like at achange booth of the gaming facility.

The card reader 36 reads/writes data from/into a smart card. The smartcard is carried by a player, and stores therein data for identifying theplayer, data relating to a history of games played by the player, or thelike.

The data displayer 37 includes a fluorescent display or the like, anddisplays the data read by the card reader 36 and the data input by theplayer through the keypad 38, for example. The keypad 38 is for enteringinstructions or data relating to issuing of a ticket or the like.

Now, with reference to FIGS. 6 to 10, the control lever 603 will bedescribed. As shown in FIG. 7, the control lever 603 includes: a grip6030 including a lever 6031 which is held by a hand of a player and isrotatable by the player about a rotation axis 6030 a and a rotationmotor 6033 which is provided in the lever 6031 as shown in FIG. 10 andbiases the lever 6031 forward or backward about the rotation axis 6030 a(more specifically, in a rotation direction R shown in FIG. 10); and areel unit 6040 that, as shown in FIG. 8, includes: a rotation axis 6042rotatably housed in a reel box 6041; a reel handle 6043 configured torotate the rotation axis 6042; a rotation sensor 6044 configured todetect the number of rotation of the rotation axis 6042; a rotary dumper6045 (rotation resistance imparting unit) configured to impartresistance to the rotation axis 6042 such that the torque increases inaccordance with the rotational speed of the rotation of the rotationaxis 6042 in one direction; an effect sound generator 6048 configured togenerate the sound of slapping a blade 6047 by causing the blade 6047which is flexible and fixed to the reel box 6041 to contact the teeth ofa gear 6046 provided on the rotation axis 6042; a vibration motor 6049(vibration generator) configured to vibrate the control lever 603; andLED 6050 (light emission unit) provided at an upper part of the reel box6041.

The reel unit 6040 is provided on a side of the grip 6030 (i.e., on theright side of the grip 6030 when the gaming terminal 10 is viewed fromthe front) such that, while the control lever 603 is fixed as the playerholds the grip 6030 by one hand, the reel handle 6043 can be rotated bythe other hand of the player. The rotation axis 6030 a of the grip 6030and the rotation axis 6042 of the reel unit 6040 are disposed to be inparallel to each other. The reel handle 6043 is provided to be rotatableabout the rotation axis 6042 which is in parallel to the rotation axis6030 a of the grip 6030, in such a way that, while the lever 6031 isheld and rotated by one hand of the player, the reel handle 6043 can berotated by the other hand of the player.

The lever 6031 has grooves with which the player can easily grip thelever. Furthermore, the lever 6031 is rotatable forward and backwardabout the rotation axis 6030 a, when viewed from the front side of thegaming terminal 10 (i.e., in rotation directions R in FIG. 10). Withthis, the control lever 603 is fixed or rotated forward or backward asthe player holds the lever 6031 by one hand. Furthermore, the grip 6030includes a rotation motor 6033 at a lower part of the lever 6031, i.e.,inside the cabinet 11, and the rotation motor 6033 transfers the torqueto the rotatable lever 6031 in a rotation direction R.

The rotation axis 6042 rotates as the player grips and rotates the reelhandle 6043. To this rotation axis 6042, a semicircular encoder 6044 aconstituting a rotation sensor 6044 is attached. Furthermore, the reelbox 6041 is provided with an optical photo sensor 6044 b (whichconstitutes the rotation sensor 6044). This photo sensor 6044 b isprovided with a light emitting portion emitting light and a photoacceptance portion provided to oppose the light emitting portion andreceiving light emitted from the light emitting portion. As the lightemitted from the light emitting portion is blocked by the encoder 6044 athat rotates in accordance with the rotation of the rotation axis 6042,the photo sensor 6044 b detects the rotation of the rotation axis 6042.This makes it possible to detect that the reel handle 6043 has rotatedonce. The number of rotation of the rotation axis 6042 is calculated bystoring each rotation of the rotation axis 6042 detected by the photosensor 6044 b in the RAM 43, and the stored number of rotation isreferred to according to need. Alternatively, the rotation sensor 6044is arranged so that, an encoder generating pulses is attached to therotation axis 6042, and the number of rotation of the rotation axis 6042is detected such that pulses generated by the encoder are detected by aphoto sensor fixed to the reel box 6041.

In addition to the above, the rotation axis 6042 is provided with arotary dumper 6045. Because a one way clutch is provided in the rotarydumper 6045, resistance is imparted to the rotation axis 6042 such thatthe torque increases as the rotational speed of the rotation of therotation axis 6042 in one direction increases, and the torque impartedto the rotation axis 6042 becomes consistent when the rotational speedbecomes equal to or higher than a predetermined rotational speed.

In addition to the above, as shown in FIG. 8 and FIG. 9, the rotationaxis 6042 is provided with a gear 6046. As the teeth of the gear 6046slap a flexible blade 6047 fixed to the reel box 6041 in accordance withthe rotation of the rotation axis 6042, ticking sound is generated as ifa real fishing reel is rotated.

In addition to the above, the reel unit 6040 is provided with avibration motor 6049. To the rotation axis of the vibration motor 6049,a pendulum component 6049 a is attached so that a part thereof radiallyprotrudes in a fan shape. With this, as the vibration motor 6049rotates, the entirety of the control lever 603 vibrates.

In an upper part of the reel box 6041 is provided a light-transmissivecover 6041 a that allows light from a LED 6050 to pass through. Insidethe reel box 6041 is provided the LED 6050, and the light emitted fromthe LED 6050 goes out through the light-transmissive cover 6041 a. Withthis, effects with varying light emitted from the LED 6050 to theoutside for the viewers become possible.

Note that, as shown in FIG. 10, the control lever 603 is provided withan inclination detecting mechanism 600 a, and this inclination detectingmechanism 600 a includes a magnet 6301 and a magnetic force detectingmechanism 6302 provided in the vicinity of the magnet 6301. Since themagnet 6301 is attached to the rotation axis of the control lever 603,the magnet 6301 rotates along with the rotation of the control lever603. Thus, with the rotation of the control lever 603, the magnet 6301changes an external magnetic field. Further, the magnetic forcedetecting mechanism 6302 includes: a magnetic force sensor which outputsa magnetic force detection signal of an output intensity correspondingto the magnetic force; and a sensor fixing mechanism which fixes themagnetic force sensor to a predetermined position. The magnetic forcedetecting mechanism 6302 detects the magnetic force of the magneticfield which is generated by the magnet 6301 and varies with the rotationof the control lever 603, and then outputs a magnetic force detectionsignal indicating the value of the detected magnetic force (detectedmagnetic force value). The detected magnetic force value represents thedegree of inclination of the control lever 603 with respect to thereference position (the position of the control lever 603 which is notbeing operated by the player), so that the degree of inclination of thecontrol lever 603 is derived from the detected magnetic force value. Thedegree of inclination of the control lever 603 (lever position) and adetected magnetic force are associated with each other and registered ina later-described lever position determining table.

(Lever Position Determining Table)

FIG. 11 shows a lever position determining table for associating a leverposition with a detected magnetic force. The lever position determiningtable has a lever position field and a detected magnetic force field.The table is updated in the later-described RAM 43 when the gamingterminal 10 is activated. More specifically, the lever position fieldstores lever positions indicating the angles of the control lever 603.The detected magnetic force field stores magnetic forces detected by themagnetic force detecting mechanism 6302 when the control lever 603 is atthe respective lever positions.

To be more specific, when the gaming terminal 10 is activated, thecontrol lever 603 is rotated by the rotation motor 6033 from the startto the end, while the magnetic forces at the respective positions aredetected by the magnetic force detecting mechanism 6302. With this, themagnetic forces at the respective positions of the control lever 603 aredetected and the lever position determining table is updated with thepositions and the magnetic forces associated with one another. Forexample, in the example shown in FIG. 11, the detected magnetic force atthe start is “ND78” whereas the detected magnetic force at the end is“ND126”, and hence the magnetic force varies within the range between“ND78” and “ND126” in the movable range of the control lever 603. It istherefore possible to specify the position (angle) of the control lever603 when the detected magnetic force is read out.

(Electric Configuration of Gaming Machine 300)

FIGS. 12 and 13 are block diagrams each illustrating an electricconfiguration of the entirety of the gaming machine 300.

(Electrical Configuration of Gaming Terminal 10)

FIG. 12 is a block diagram illustrating an electric configuration ofeach of the gaming terminals 10. As illustrated in FIG. 12, the cabinet11 includes a control unit having a terminal controller 630. The controlunit includes a motherboard 40, a main body PCB (Printed Circuit Board)60, a gaming board 50, a door PCB 80, various switches, sensors, or thelike, as shown in FIG. 12.

The gaming board 50 is provided with a CPU (Central Processing Unit) 51,a ROM 55, a boot ROM 52, a card slot 53S corresponding to a memory card53, and an IC socket 54S corresponding to a GAL (Generic Array Logic)54. The CPU 51, the ROM 55, and the boot ROM 52 are connected to oneanother through an internal bus.

The memory card 53 stores therein various types of data for use in thegame programs and the game system programs. The game program contains astop symbol determination program. The stop symbol determination programdetermines symbols (code number corresponding to the symbol) to bestopped in the display windows 150. This stop symbol determinationprogram contains sets of symbol weighting data respectivelycorresponding to various payout rates (e.g., 80%, 84%, 88%). Each set ofthe symbol weighting data indicates, for each of the video reels 151 to155, a code number of each symbol and at least one random numberallotted to the code number. The random number is a value within apredetermined range of 0 to 256 for example.

The payout rate is determined based on payout rate setting data outputfrom the GAL 54. Based on a set of the symbol weighting datacorresponding to the payout rate determined, a symbol to be stopped isdetermined

The memory card 53 stores therein various types of data for use in thegame programs and the game system programs. For example, the memory card53 stores a table listing combinations of a symbol 501 to be displayedon the video reels 151 to 155 and an associated range of random numbers.This data is transferred to the RAM 43 of the motherboard 40, at thetime of running a game program.

The card slot 53S is structured so as to allow the memory card 53 to beattached/detached to/from the card slot 53S. This card slot 53S isconnected to the motherboard 40 through an IDE bus. Thus, a type andcontents of a game run at the gaming terminal 10 can be changed bydetaching the memory card 53 from the card slot 53S, writing a differentgame program and a different game system program into the memory card53, and inserting the memory card 53 back into the card slot 53S.

Each of the game programs includes a program related to the progress ofthe game and/or a program for causing a transition to a common game.Each of the game programs includes image data and audio data outputduring the game.

The GAL 54 has input ports and output ports. When the GAL 54 receivesdata via an input port, it outputs data corresponding to the input datafrom its output port. This data from the output port is the payout ratesetting data described above.

The IC socket 54S is structured so as to allow the GAL 54 to beattached/detached to/from the IC socket 54S. The IC socket 54S isconnected to the motherboard 40, via a PCI bus. Thus, the payout ratesetting data to be output from the GAL 54 can be modified by: detachingthe GAL 54 from the IC socket 54S, overwriting the program stored in theGAL 54, and attaching the GAL 54 back to the IC socket 54S.

The CPU 51, the ROM 55 and the boot ROM 52 connected through theinternal bus are connected to the motherboard 40 through the PCI bus.The PCI bus communicates signals between the motherboard 40 and thegaming board 50 and supplies power from the motherboard 40 to the gamingboard 50. The ROM 55 stores country identification information and anauthentication program. The boot ROM 52 stores a preliminaryauthentication program and a program (boot code) for enabling the CPU 51to run the preliminary authentication program.

The authentication program is a program (falsification check program)for authenticating the game program and the game system program. Theauthentication program is a program for confirming and verifying thatthe game program and the game system program are not falsified. In otherwords, the authentication program is described in accordance with aprocedure for authenticating the game program and the game systemprogram. The preliminary authentication program is a program forauthenticating the authentication program. The preliminaryauthentication program is described in accordance with a procedure forverifying that the authentication program to be authenticated is notfalsified. In short, the preliminary authentication programauthenticates the authentication program.

The motherboard 40 is provided with a main CPU 41 (terminal controller),a ROM (Read Only Memory) 42, a RAM (Random Access Memory) 43, and acommunication unit 44.

The main CPU 41 serves as a terminal controller 630 and has a functionof controlling the entire gaming terminal 10. In particular, the mainCPU 41 controls the following operations: an operation of outputting aninstruction signal instructing variable-displaying of symbols 501 to thegraphic board 68, which is performed in response to pressing of the spinbutton 23 after betting of credit; an operation of determining symbols501 to be stopped after the variable-displaying of symbols 501; and anoperation of stopping the symbols 501 thus determined in the video reels151 to 155.

In other words, the main CPU 41 serves as an arrangement controllerwhich arranges symbols to form a new symbol matrix through scrolling ofsymbols displayed on the terminal image display panel 16. This main CPU41 therefore determines symbols to be arranged in the symbol matrix byselecting symbols to be arranged from various kinds of symbols. Then,the main CPU 41 executes arrangement control to stop scrolling thesymbols to present the symbols thus determined

The ROM 42 stores a program such as BIOS (Basic Input/Output System) runby the main CPU 41, and permanently-used data. When the BIOS is run bythe main CPU 41, each of peripheral devices is initialized and the gameprogram and the game system program stored in the memory card 53 areread out through the gaming board 50. The RAM 43 stores data or aprogram used for the main CPU 41 to perform a process.

The communication unit 44 is provided to communicate with a hostcomputer or the like equipped in the gaming facility, through acommunication line. The communication unit 44 is also for communicatingwith the center controller 200 through a hub 201 and a communicationline. Further, a main body PCB (Printed Circuit Board) 60 and a door PCB80 are connected to the motherboard 40, through USB (Universal SerialBus). Further, the motherboard 40 is connected to a power supply unit45. The power supply unit 45 supplies power to the motherboard 40 toboot the main CPU 41 thereof. Meanwhile, the power unit 45 suppliespower to the gaming board 50 through the PCI bus to boot the CPU 51thereof.

The main body PCB 60 and door PCB 80 are connected to various devices orunits which generate signals to be input to the main CPU 41, and variousdevices or units whose operations are controlled by control signals fromthe main CPU 41. Based on a signal input to the main CPU 41, the mainCPU 41 runs the game program and the game system program stored in theRAM 43, to perform a calculation process. Then, the CPU 41 stores theresult of the calculation process in the RAM 43, or transmits a controlsignal to the various devices and units to control them based on theresult.

The main body PCB 60 is connected with the lamp 30, a hopper 66, a coindetection unit 67, the graphic board 68, a photo sensor 6044 b, LEDs6050, a motor drive control circuit 6035, a magnetic force detectingmechanism 6302, the speaker 29, the bill validator 22, the ticketprinter 35, the card reader 36, a key switch 38S, and the data displayer37.

The lamp 30 is turned on/off on the basis of a control signal from themain CPU 41.

The hopper 66 is mounted in the cabinet 11 and pays out a predeterminednumber of coins from a coin outlet 19 to the coin tray 18, based on acontrol signal from the main CPU 41. The coin detector 67 is providedinside the coin outlet 19, and outputs a signal to be input to the mainCPU 41 upon sensing that a predetermined number of coins have beendelivered from the coin outlet 19.

The graphic board 68 controls image displaying on the terminal imagedisplay panel 16, based on a control signal from the main CPU 41.Further, the graphic board 68 is provided with a VDP (Video DisplayProcessor) for generating image data on the basis of a control signalfrom the main CPU 41, a video RAM for temporarily storing the image datagenerated by the VDP, or the like. Note that image data used at the timeof generating the image data by the VDP is in a game program which isread out from the memory card 53 and stored in the RAM 43.

The bill validator 22 reads an image on a bill and takes only thoserecognized as genuine into the cabinet 11. When taking in a genuinebill, the bill validator 22 outputs an input signal indicating the valueof the bill to the main CPU 41. The main CPU 41 stores into the RAM 43 acredit amount corresponding to the value of the bill indicated by thesignal.

Based on a control signal from the main CPU 41, the ticket printer 35prints on a ticket a barcode and outputs the ticket as a barcoded ticket39. The barcode is encoded data containing the credit amount stored inthe RAM 43, date and time, and the identification number of the gamingterminal 10.

The card reader 36 reads out data from the smart card and transmits thedata to the main CPU 41. Further, the card reader 36 writes data intothe smart card based on the control signal output from the main CPU 41.The key switch 38S is mounted to the keypad 38, and outputs a signal tothe main CPU 41 in response to an operation of the keypad 38 by theplayer. The data displayer 37 displays, based on a control signal fromthe main CPU 41, the data read by the card reader 36 or the data inputby the player through the keypad 38.

In addition to the above, the main body PCB 60 is connected to the photosensor 6044 b. The photo sensor 6044 b detects the rotation of therotation axis 6042 as the light emitted from the light emitting portionis blocked by the encoder 6044 a that rotates in accordance with therotation of the rotation axis 6042, and the detection signal is sent tothe main body PCB 60. The number of rotation of the rotation axis 6042is calculated by storing each rotation of the rotation axis 6042detected by the photo sensor 6044 b in the RAM 43, and the stored numberof rotation is referred to according to need. Furthermore, therotational speed of the rotation axis 6042 (reel handle 6043) iscalculated by dividing the (predetermined) distance equivalent to onerotation of the rotation axis 6042 by the time required for one rotationof the rotation axis 6042 (time between two successive detections of therotation of the rotation axis 6042 by the sensor 6044 b). In addition tothe above, the main body PCB 60 is connected to the motor drive controlcircuit 6035. The motor drive control circuit 6035 is connected to andcontrols the vibration motor 6049 and the rotation motor 6033. Further,the main body PCB 60 is connected to the LEDs 6050. The main body PCB 60controls light emission from the LEDs 6050. Further, the main body PCB60 is connected to the magnetic force detecting mechanism 6302. Themagnetic force detecting mechanism 6302 detects the magnetic forceindicating the position of the control lever 603 as described above, andsends a magnetic force signal to the main body PCB 60.

The door PCB 80 is connected to the control panel 20, a reverter 21S, acoin counter 21C, and a cold cathode tube 81. The control panel 20 isprovided with: a spin switch 23S associated with the spin button 23; achange switch 24S associated with the change button 24; a cashout switch25S associated with the cashout button 25; a 1-bet switch 26S associatedwith the 1-bet button 26; and a maximum bet switch 27S associated withthe maximum bet button 27. Each of the switches 23S to 27S outputs aninput signal to the main CPU 41 when corresponding one of the buttons 23to 27 is operated by a player.

The coin counter 21C is provided within the coin receiving slot 21, andidentifies whether the coin inserted into the coin receiving slot 21 bythe player is genuine. A coin except the genuine coin is discharged fromthe coin payout exit 19. In addition, the coin counter 21C outputs aninput signal to the main CPU 41 upon detection of a genuine coin.

The reverter 21S operates based on a control signal from the main CPU41, and delivers coins that are recognized as genuine by the coincounter 21C into a not-shown cash box or the hopper 66 in the gamingterminal 10. In other words, when the hopper 66 is full of the coins,the genuine coin is distributed into the cash box by the reverter 21S.On the other hand, when the hopper 66 is not yet full of the coins, thegenuine coin is distributed into the hopper 66. The cold cathode tube 81functions as a backlight mounted to rear sides of the terminal imagedisplay panel 16 and the upper image display panel 33. This cold cathodetube 81 turns on according to a control signal from the main CPU 41.

(Electric Configuration of Center Controller 200)

FIG. 13 is a block diagram illustrating an electric configuration of thecenter controller 200. The center controller 200 is provided thereinwith a control unit. As illustrated in FIG. 13, the control unitincludes a RAM 243 (which is a memory for storing a bet amount), amotherboard 240, a gaming board 260, an actuator, and the like. Thecenter controller 200 is connected to a graphic boards 269 and 270, eachgaming terminal 10, and a progressive controller 340 provided with a RAM343, via a hub 201.

The gaming board 260 has the same structure as that of the gaming board50. The motherboard 240 has the same structure as that of themotherboard 40. The communication unit 224 communicates with the gamingterminals 10 through a communication line.

The graphic board 268 has the same structure as that of the graphicboard 68, except in that the graphic board 268 controls displaying ofthe upper display 700 a based on a control signal from the main CPU 241.In other words, the graphic board 268 functions as the displaycontroller 701 a. Furthermore, the graphic board 268 outputs a controlsignal to graphic boards 269 and 270 controlling the upper displays 700b and 700 c, via the communication unit 224, the hub 201, and thecommunication line. In other words, the graphic boards 269 and 270function as the display controllers 701 b and 701 c.

(Base Game)

Now, the base game which is independently run at the gaming terminal 10will be described. In the present embodiment, a base game is a game ofawarding a payout based on a combination of symbols 501 rearranged onvideo reels 151 to 155 on the terminal image display panel 16. Gamesawarded when predetermined conditions are satisfied in the base game area bonus game, a ground bait bonus, a quick catch bonus game, and acommon game. The bonus game, the ground bait bonus game, and the quickcatch bonus game are games which are run at each gaming terminal 10independently of the other gaming terminals 10. On the other hand, thecommon game is run on the premise that a plurality of gaming terminalsare in sync with one another, and based on a game result of this game, apayout is awarded to a gaming terminal having achieved winning. Theground bait bonus is a game in which a fixed payout is awarded at apredetermined probability. Furthermore, a later-described progressivebonus game is run as a second common game.

(Symbols, Combinations, and the Like)

The symbols 501, which are displayed on the video reels 151 to 155 ofthe terminal image display panel 16 on which a base game is displayed,form a symbol column. As shown in FIG. 14, the terminal image displaypanel 16 displays a display window 150 which is constituted by the videoreels 151 to 155. The display window 150 is constituted by fifteendisplay blocks 28 of five columns and three rows. Each of the videoreels 151 to 155 is therefore constituted by three display blocks 28.Each of the video reels 151 to 155 rearranges the symbols 501 in such away that three display blocks 28 are moved (scrolled) downward whilechanging the speed and the vertically moved symbols 501 in the displayblocks 28 are then stopped.

At the left and right edges of the display window 150, paylineoccurrence columns are provided in a symmetrical manner on the left andright. The left payline occurrence column on the left side when viewedfrom the player has, as shown in FIG. 14, 19 payline occurrence parts65L (65La, 65Lb, 65Lc, 65Ld, 65Le, 65Lf, 65Lg, 65Lh, 65Li, 65Lj, 65Lk,65Ll, 65Lm, 65Ln, 65Lo, 65Lp, 65Lq, 65Lr, and 65Ls).

The right payline occurrence column on the right side when viewed fromthe player has 19 payline occurrence parts 65R (65Ra, 65Rb, 65Rc, 65Rd,65Re, 65Rf, 65Rg, 65Rh, 65Ri, 65Rj, 65Rk, 65Rl, 65Rm, 65Rn, 65Ro, 65Rp,65Rq, 65Rr, and 65Rs).

The left payline occurrence parts 65L form pairs with the respectiveright payline occurrence parts 65R. From the left payline occurrenceparts 65L to the right payline occurrence parts 65R paired with the leftpayline occurrence parts 65L, paylines L are defined in advance. Notethat, although FIG. 14 only shows one payline L for the sake ofsimplicity, there are ten paylines L in the present embodiment.

A payline L is activated when left and right payline occurrence parts65L and 65R are connected with each other. In other cases, the paylinesare inactive. The number of activated paylines L is determined based ona bet amount. When the bet amount is maximum, i.e., MAXBET, the upperlimit of, i.e. 10 paylines are activated. An activated payline L allowsthe symbols 501 to establish various types of winning combinations.Details of the winning combinations will be described later.

The present embodiment presupposes that the gaming terminal 10 is aso-called video slot machine. The gaming terminal 10 of the presentinvention, however, may use so-called mechanical reels as some of thevideo reels 151 to 155.

As shown in FIG. 15, one of code numbers 0 to 19 is assigned to each ofthe symbols 501 constituting each symbol column. Each symbol column is acombination of symbols 501 which are “specific symbol 510”, “A”, “Q”,“J”, “K”, “Angelfish”, “Clownfish”, “Tuna”, and “Coelacanth”.

Three successive symbols 501 in each of the symbol columns are, as shownin FIG. 14, respectively displayed (arranged) on an upper stage, acentral stage, and a lower stage of each of the display region of eachof the video reels 151 to 155, to form a symbol matrix of five columnsand three rows on the display windows 150. When at least the startbutton 23 is pressed or the control lever 603 is operated to start agame, the symbols 501 forming a symbol matrix start scrolling. Thisscrolling of the symbols 501 stops (rearrangement) after a predeterminedperiod elapses from the beginning of the scrolling.

Various kinds of winning combinations are set in advance for each symbol501. The term “winning combination” indicates that a winning isestablished. A winning combination is a combination of stopped symbols501 on the payline L which puts the player in an advantageous state.Examples of an advantageous state include: a state where coins accordingto a winning combination are paid out, a state where the number of coinsto be paid out is added to a credit, a state where a bonus game isstarted.

A winning combinations in the present embodiment is established when apredetermined number or more of the symbols 501 of at least one type,namely “A”, “Q”, “J”, “K”, “BAT”, “Angelfish”, “Clownfish”, “Tuna”, or“Coelacanth”, are rearranged on an activated payline L. When apredetermined type of symbols 501 is set as scatter symbols, a winningcombination is established when a predetermined number or more ofscattered symbols are rearranged, no matter whether a payline L isactive.

For example, in a base game, when “BAT” symbols 501 forms a winningcombination on a payline L, coins (values) calculated by multiplying thebasic payout amount of “BAT” by the bet amount are paid out.

(Symbol Table)

FIG. 15 shows a symbol table which is used for determining which symbols501 are targets of rearrangement in a base game. In the symbol table,symbols 501 on the display blocks 28 in each symbol column areassociated with code numbers, and 20 numerical ranges defined bydividing a numerical range of 0 to 65535 by 20 are associated with therespective code numbers.

The numerical range of 0 to 65535 may be equally or unequally divided.When unequally divided, it is possible to adjust the probabilities ofwinning for the respective types of the symbols 501 by determining theranges of the random numbers. In this regard, the range corresponding tothe specific symbol 510 may be arranged to be narrower than the rangesof the other types of the symbols 501. In this case, results of gamescan be easily adjusted in accordance of the progress of the games, byarranging valuable types of the symbols 501 to be less likely to berearranged.

For example, when a random number randomly selected for the first columnis “10000”, the symbol “J” having the code number 3 associated with therandom number range including the selected random number is chosen asthe target of rearrangement on the video reel 151 of the first column.On the other hand, when, for example, a random number for the fourthcolumn is “40000”, the specific symbol 510 having the code number 12associated with the random number range including the selected randomnumber is chosen as the target of rearrangement on the video reel 151 ofthe fourth column.

(Base Game: Bonus Game Screen)

FIG. 14 shows an example of a base game screen which is a display screenin case of base game on the terminal image display panel 16.

More specifically, the base game screen has a display window 150 whichis provided at the central portion and has five columns of video reels151 to 155 and payline occurrence parts 65L and 65R which issymmetrically provided to the left and right of the display window 150.On the base game screen shown in FIG. 14, the video reels 151, 152, and153 of the first to third columns are stopped whereas the video reels154 and 155 of the fourth and fifth columns are scrolled.

At the upper parts of the terminal image display panel 16, the creditamount display unit 400 and a bet amount display unit 401 are providedon the left whereas a payout display unit 402 is provided on the right.

The credit amount display unit 400 displays credit amounts. The betamount display unit 401 displays a bet amount on the currently-runningunit game. The payout display unit 402 displays the number of coins tobe paid out when a winning combination is established.

In the meanwhile, below the display window 150, a help button 410, apay-table button 411, and a unit-of-betting display unit 412 areprovided. These sections 410, 411, and 412 are provided in this orderfrom left to right for the player.

The help button 410 is pushed by the player so that a help mode isexecuted. The help mode is a mode for providing information to solveplayer's questions concerning games. The pay-table button 411 is pushedby the player so that a payout display mode for displaying the detailsof a payout is executed. The payout display mode is a mode fordisplaying an explanation screen explaining a relation between a winningcombination and a payout rate for the player.

The unit-of-betting display unit 412 displays a current bet unit (payoutunit). The unit-of-betting display unit 412 therefore allows the playerto recognize that, for example, the unit of betting is one cent.

Above the display window 150 is provided a payout rate display unit 403.The payout rate display unit 403 is displayed when the player isqualified to participate in a second common game (progressive bonusgame), and is not displayed when the player is not qualified. That is tosay, when a second common game starts, the player can participate in thecommon game if the payout rate display unit 403 is displayed. The payoutrate display unit 403 displays a payout rate by which a unit payoutamount obtained in a second common game is multiplied.

Now, the payout rate indicating that the player is qualified will bedescribed. A qualification is awarded to a gaming terminal 10 as a timeduring which the player is allowed to participate in a second commongame (i.e., game qualification time), in response to betting on a basegame. Regarding the awarded game qualification time, a payout ratecorresponding to each unit time (one second in the present embodiment)is determined in advance in the normal game qualification time awardingtable.

(Normal Game Qualification Time Awarding Table)

FIG. 16 shows a normal game qualification time awarding table which isreferred to when a game qualification time is awarded in a base game.The normal game qualification time awarding table is stored in the RAM243 of the center controller 200. In the normal game qualification timeawarding table, game qualification times awarded in a base game andpayout rates are determined for each of the numbers of paylines Lactivated in accordance with a bet amount.

For example, when the number of activated paylines L corresponding tothe betting on a base game is one, five seconds are awarded as the gamequalification time. The payout rate is therefore one for five seconds ofthe game qualification time. For example, when the number of activatedpaylines L corresponding to the betting on a base game is five, fiveseconds are awarded as the game qualification time. The payout rate istherefore five for five seconds of the game qualification time. As such,the number of activated paylines increases as the bet amount increasesin a base game, and a payout rate corresponding to an awarded gamequalification time also increases. It is noted that the maximum payoutrate in the present embodiment is ten.

(Game Qualification Time Management Table)

The game qualification times of the respective gaming terminals 10 aremanaged by a game qualification time management table which istemporarily stored in the RAM 243. FIG. 17 shows a game qualificationtime management table which is updated when a game qualification time isawarded. In the game qualification time management table, an awardedgame qualification time and a payout rate are accumulatively stored foreach gaming terminal 10.

For example, the game qualification time of the gaming terminal 10 a issix seconds for the payout rate of one, 12 seconds for the payout rateof two, 18 seconds for the payout rate of three, and six seconds for thepayout rate of four. When the gaming terminal 10 a with this arrangementparticipates in a second common game and a unit payout amount isawarded, the payout is calculated by multiplying the unit payout amountby the highest payout rate, i.e. four. The payout rate display unit 403of the gaming terminal 10 a therefore displays “4×” which indicates thatthe payout rate is four.

It is noted that, the game qualification time is decreased, bysubtracting a unit time from the game qualification time correspondingto the highest payout rate, each time a predetermined time (one secondin the present embodiment) elapses. Therefore, when no gamequalification time is awarded to the gaming terminal 10 a within thefirst six seconds corresponding to the payout rate of four, the maximumpayout rate becomes three.

(Maximum Qualification Time Table)

In addition to the above, the upper limit of the game qualificationtimes that the gaming terminal 10 can accumulatively store is defined inthe maximum qualification time table in advance. The maximumqualification time table is stored in the RAM 243 of the centercontroller 200. As shown in FIG. 18, in the maximum qualification timetable, a payout rate is associated with the upper limit of theaccumulation of the game qualification times.

In the present embodiment, the total sum of the game qualification timesis set to be 40 seconds or shorter. The upper limit of the total sum isnot limited to the above. The upper limit may be 60 seconds or may bedifferently arranged for the respective payout rates as matters ofdesign choice.

(Accumulation Calculation Table)

When a game qualification time is awarded, with reference to theabove-described maximum qualification time table, a calculation forupdating the game qualification time management table is carried out byusing an accumulation calculation table. The accumulation calculationtable is stored in the RAM 243 of the center controller 200. As shown inFIG. 19, the accumulation calculation table stores the following mattersfor each payout rate. That is to say, “before-awarded game qualificationtime” of the game qualification time management table, “to-be-awardedgame qualification time” of the normal game qualification time awardingtable in accordance with an activated payline, “awarded gamequalification time” calculated by adding the before-awarded gamequalification time to the to-be-awarded game qualification time,“accumulation of awarded game qualification time” of all payout rates,“accumulation upper limit of qualification times” of a payout rate setin the maximum qualification time table, “value exceeding theaccumulation upper limit of qualification times”, and “value from whichvalue exceeding the accumulation upper limit of qualification times issubtracted” calculated by subtracting the “value exceeding theaccumulation upper limit of qualification times” from the “accumulationof awarded game qualification time”.

For example, when the before-awarded game qualification time is 0 secondfor the payout rates of five or more, six seconds for the payout rate offour, 16 seconds for the payout rate of three, 14 seconds for the payoutrate of two, and two seconds for the payout rate of one, and a bet ismade so that the number of paylines L is three, in the gamequalification time five seconds are added to the time for the payoutrate of three. In this case, the awarded game qualification time isarranged so that six seconds for the payout rate of four, 21 seconds forthree, 14 seconds for two, and two seconds for one. As a result, theaccumulation of the qualification times of N or higher is as follows:six seconds for the payout rate of four or higher, 27 seconds for threeor higher, 41 seconds for two or higher, and 43 seconds for one orhigher.

However, the maximum qualification time table defines that the upperlimit of the accumulation of the game qualification time is 40 seconds,and a value exceeding this accumulation upper limit is set as a “valueexceeding the accumulation upper limit of qualification times”corresponding to the payout rate. For example, the accumulation of thequalification time for the payout rate of two or more is 41 seconds.Because this exceeds the accumulation upper limit of 40 seconds by onesecond, the “value exceeding the accumulation upper limit ofqualification times” is set at one second. On the other hand, theaccumulation of the qualification time for the payout rate of one ormore is 43 seconds. While this exceeds the accumulation upper limit of40 seconds by three seconds, the “awarded game qualification time”corresponding to one second is only two seconds, and hence the “valueexceeding the accumulation upper limit of qualification times” is set attwo seconds.

Then the “value from which value exceeding the accumulation upper limitof qualification times is subtracted” calculated by subtracting the“value exceeding the accumulation upper limit of qualification times”from the “accumulation of awarded game qualification time” is stored.For example, the “value from which value exceeding the accumulationupper limit of qualification times is subtracted” is confirmed as 0second for the payout rate of five or higher, 6 seconds for four orhigher, 21 seconds for three or higher, 13 seconds for two or higher,and 0 second for one or higher. The game qualification time managementtable is updated with the calculation results above.

(Quick Catch Bonus Normal Payout Table and Quick Catch Bonus SpecialPayout Table)

Now, a quick catch bonus normal payout table and a quick catch bonusspecial payout table shown in FIG. 20 and FIG. 21 will be described. Aquick catch bonus game is a game that occurs at the probability of 1/80when, as a result of a base game executed by the gaming terminal 10, nospecific symbol 510 stops in the display block 28 where the video reel153 stops and the ground bait bonus is not awarded. As detailed below,when this quick catch bonus game occurs, random determination isconducted based on the quick catch bonus normal payout table or thequick catch bonus special payout table, and a benefit is awarded. Thequick catch bonus normal payout table and the quick catch bonus specialpayout table are stored in the RAM 243 of the center controller 200.

In the quick catch bonus normal payout table, a winning probabilitycorresponding to the type of benefit is set in advance for each numberof paylines L activated in accordance with a bet amount. For example,when the number of paylines activated in response to one bet is one, agame qualification time corresponding to one bet is randomly awarded ata winning probability of 311/18038. More specifically, with reference tothe normal game qualification time awarding table shown in FIG. 14, agame qualification time corresponding to the payout rate of oneassociated with one activated payline is awarded for five seconds. Inthe meanwhile, when the number of activated paylines in response to fivebets is five, a game qualification time corresponding to the five betsis randomly awarded at a winning probability of 311/18038. Morespecifically, with reference to the normal game qualification timeawarding table shown in FIG. 16, a game qualification time correspondingto the payout rate of five associated with five activated paylines isawarded for five seconds.

Now, the quick catch bonus special payout table will be described. Thewinning probability in the quick catch bonus special payout table iscalculated by adding, to the winning probability in the quick catchbonus normal payout table, a value calculated by multiplying theabove-described “value exceeding the accumulation upper limit ofqualification times” by a predetermined value (which is “80/18038” inthe present embodiment but is a changeable matter of design choice). Inother words, the quick catch bonus special payout table is a payouttable which is updated from time to time based on the “value exceedingthe accumulation upper limit of qualification times” which is calculatedwhen the game qualification time exceeds the upper limit.

For details, an example of the quick catch bonus special payout tablewill be described with reference to FIG. 21. It is noted that thefollowing description also assumes that the accumulation calculationtable shown in FIG. 19 is used. For example, in the accumulationcalculation table, “one second” is stored as the “value exceeding theaccumulation upper limit of qualification times” corresponding to thepayout rate of two. In this case, a value calculated by multiplying the“one second” which is the “value exceeding the accumulation upper limitof qualification times” corresponding to the payout rate of two by“80/18038” is added to the value of the winning probabilitycorresponding to the “game qualification time corresponding to twobets”. As a result, the winning probability corresponding to the “gamequalification time corresponding to two bets” and the case where “thenumber of activated payline is one” is “0+80/18038” and a value “80” isstored in the winning probability field, the winning probabilitycorresponding to the “game qualification time corresponding to two bets”and the case where “the number of activated payline is two” is“311/18038+80/18038”, a value “391” is stored in the winning probabilityfield, the winning probability corresponding to the “game qualificationtime corresponding to two bets” and the case where “the number ofactivated payline is three” is “0+80/18038” and a value “80” is storedin the winning probability field, the winning probability correspondingto the “game qualification time corresponding to two bets” and the casewhere “the number of activated payline is five” is “0+80/18038” and avalue “80” is stored in the winning probability field, and the winningprobability corresponding to the “game qualification time correspondingto two bets” and the case where “the number of activated payline is ten”is “0+80/18038” and a value “80” is stored in the winning probabilityfield.

Furthermore, in the accumulation calculation table above, “two seconds”is stored as the “value exceeding the accumulation upper limit ofqualification times” corresponding to the payout rate of one. In thiscase, a value calculated by multiplying the “two seconds” which is the“value exceeding the accumulation upper limit of qualification times”corresponding to the payout rate of one by “80/18038” is added to thevalue of the winning probability corresponding to the “gamequalification time for one bet” field. As a result, the winningprobability corresponding to the “game qualification time for one bet”and the case where “the number of activated payline is one” is“311/18038+160/18038” and a value of “471” is stored in the winningprobability field, the winning probability corresponding to the “gamequalification time for one bet” and the case where “the number ofactivated payline is two” is “0+160/18038” and a value of “160” isstored in the winning probability field, the winning probabilitycorresponding to the “game qualification time for one bet” and the casewhere “the number of activated payline is three” is “0+160/18038” and avalue of “160” is stored in the winning probability field, the winningprobability corresponding to the “game qualification time for one bet”and the case where “the number of activated payline is five” is“0+160/18038” and a value of “160” is stored in the winning probabilityfield, and the winning probability corresponding to the “gamequalification time for one bet” and the case where “the number ofactivated payline is ten” is “0+160/18038” and a value of “160” isstored in the winning probability field.

(Base Game: Bonus Game Screen)

FIG. 22 shows an example of a base game screen on the terminal imagedisplay panel 16, when the start of an independent special game which isa bonus game is determined. In the base game screen shown in FIG. 22,all of the video reels 151 to 155 in the first to fifth columns arestopped, and three symbols 501 of “specific symbol 510” are stopped atthe central stages of the video reels 152 to 154 of the second to fourthcolumns. This triggers the start of an independent special game which isindependently run by the gaming terminal 10. The stop mode of thespecific symbols 510 triggering an independent special game is notlimited to this. The trigger may be a predetermined number or more of“specific symbols 510” on one of the paylines L. Furthermore, suchtriggering does not necessarily need the “specific symbols 510” to bestopped on a payline. For example, a game may be triggered on conditionthat a predetermined number or more of specific symbols 510 are providedon any display blocks 28, based on the scatter symbol method.

FIG. 23 illustrates the display states on the terminal image displaypanel 16 and the upper display 700 during the independent special game.During the independent special game, the terminal image display panel 16displays a lookup display unit 404. As shown in FIG. 23, the lookupdisplay unit 404 is displayed at the central part of the terminal imagedisplay panel 16, notifying the player that the terminal image displaypanel 16 is not used in the independent special game and the player isinstructed to see the upper display 700.

FIG. 25 illustrates a display state on the upper display 700 during anindependent special game. The upper display 700 constituted by the threeupper displays 700 a, 700 b, and 700 c is arranged to display a singlecommon effect display screen. The common effect display screen isconstituted by gaming terminal areas 703 a to 703 f corresponding to thesix gaming terminals 10 a to 10 f, respectively.

In FIG. 25, the gaming terminal 10 c is running an independent specialgame, and the terminal image display panel 16 of the gaming terminal 10c is displaying the lookup display unit 404. In the independent specialgame, the gaming terminal area 703 c corresponding to the gamingterminal 10 c displays an individual image 710 for the independentspecial game.

More specifically, the individual image 710 includes a fisherman image711, a fishhook image 712, a fishing bait image 713, and fish images714. The fisherman image 711 is displayed at an upper part of each ofthe gaming terminal areas 703 a to 703 f. The fisherman image 711 isdifferent in each gaming terminal 10, to make it possible to understandhow the gaming terminals 10 correspond to the respective gaming terminalareas 703 a to 703 on the common effect display screen.

The fishhook image 712 is displayed substantially at the center of eachof the gaming terminal areas 703 a to 703 f running an independentspecial game. The fishhook image 712 is displayed with a display patternin accordance with the movement of the control lever 603. The fishingbait image 713 is displayed at the lower end portion of the fishhookimage 712. The fishing bait image 713 is enlarged when a bonuscorresponding to a predetermined unit payout amount (3000 in the presentembodiment) or higher is won in the independent special game.

Each fish image 714 corresponds to a bonus awarded in a bonus game. Thefish image 714 indicates, by the size of the fish, a unit payout amountin a bonus game, and also the unit payout amount is indicated by anumber. In the gaming terminal area 703 in which an independent specialgame is run, a plurality of fish images 714 are displayed and these fishimages 714 approach the fishing bait image 713 or swim beside thefishing bait image 713.

(Bonus Type Table)

Now, referring to a bonus type table shown in FIG. 26, bonusescorresponding to the fish images 714 will be described. The bonus typetable stores bonus types, unit payout amounts, and ranks in associationwith one another. It is noted that the bonus type table is stored inboth the RAM 43 of the gaming terminal 10 and the RAM 243 of the centercontroller 200.

For example, “Blue Marlin” corresponds to the unit payout amount of10000 and is ranked at number one. Therefore, when the Blue Marlin isdisplayed on the gaming terminal area 703 as a fish image 714, thenumber “10000” is displayed with the fish image. Furthermore, since theunit payout amount is not lower than the predetermined amount (3000),the fishing bait image 713 is enlarged when the Blue Marlin is won.

(Independent Special Game Probability Table)

The payout amount of the independent special game is determined based onan independent special game probability table shown in FIG. 27. Thoughnot illustrated, plural types of independent special game probabilitytables are stored, and which table is used is determined based on thenumber of paylines L activated at the start of the independent specialgame. In the independent special game probability table, random numberranges defined by dividing the numerical range of 0 to 65535 areassociated with winning bonus types. In the winning bonus type field, atleast one bonus is stored. For example, when a random number is 250, thewinning bonus types to be awarded are Wahoo, Black Sea Bass, andHalibut, and payouts corresponding to all of these are to be awarded.

FIG. 28 shows an example of a winning screen displayed in an independentspecial game. On the winning screen, a display pattern in which afisherman image 711 catches a fish image 714 is displayed. On thewinning screen, moreover, a total display unit 715 is displayed at anupper part of the gaming terminal area 703. The total display unit 715displays a total sum of bonuses having been won. The number displayed onthe total display unit 715 in the end is the total amount of bonuses tobe awarded. It is noted that the caught fish images 714 are displayedwith sizes corresponding to the ranks defined in the bonus type tableshown in FIG. 24. More specifically, a bonus type having a high rank isassociated with a large unit payout amount, and the size of the caughtfish image 714 corresponding thereto is large.

In addition to the above, a mystery bonus is executed as a bonus game.The mystery bonus is not generated on condition that a predeterminednumber or more of specific symbols 510 are stopped as in the independentspecial game. The mystery bonus randomly starts when the specific symbol510 is not stopped at the video reel 153 of the third column.

The random determination of the start of the mystery bonus is conductedbased on a mystery bonus start random determination table shown in FIG.29. In the mystery bonus start random determination table, random numberranges corresponding to “occurrence of mystery bonus”, “effect only”,and “non-occurrence of mystery bonus” are determined for each number ofactivated paylines L.

For example, when the number of paylines L is three and the determinedrandom number is “2”, an effect of mystery bonus is conducted and themystery bonus is awarded as a payout. When the number of paylines L isthree and the determined random number is “5”, only an effect of mysterybonus is conducted. When the number of paylines L is three and thedetermined random number is “15”, nothing is conducted and the base gameis continued.

When the mystery bonus occurs, a bonus to be won is determined withreference to a mystery bonus probability table shown in FIG. 30. Thoughnot illustrated, plural types of mystery bonus probability tables arestored, and the table to be used is determined in accordance with thenumber of paylines L activated when the mystery bonus starts. In themystery bonus probability table, random number ranges defined bydividing a numerical range of 0 to 5000 are associated with winningbonus types. In the winning bonus type field, one bonus is stored.

Whether the mystery bonus is started is determined with reference to themystery bonus start random determination table and “occurrence” or “onlyeffect” is selected, a mystery bonus effect screen shown in FIG. 31 isdisplayed. On the mystery bonus effect screen, a ground bait image 716falling from an upper part to a lower part is displayed in the gamingterminal area 703 corresponding to the gaming terminal 10 which has beenselected to display an effect screen. At the same time, in a similarmanner as the independent special game, the terminal image display panel16 displays the lookup display unit 404 shown in FIG. 23. Thereafter, if“occurrence” has been selected, a winning screen shown in FIG. 28 isdisplayed and the mystery bonus is finished.

Note that, when the condition to start a common game is establishedwhile the above-described independent special game and mystery bonus arebeing executed, the common game starts after the effect display,awarding of payout or the like of the independent special game and themystery bonus is finished.

(Common Game)

Now, the common game run at a plurality of gaming terminals 10 insynchronization with one another will be described. In regard to thecommon game, random determination as to whether to start the common gameis conducted at predetermined intervals (every one second in the presentembodiment), with reference to a common game start random determinationtable shown in FIG. 32. The common game starts when the result of therandom determination indicates to do so. It is noted that there are twotypes of common games, namely a first common game (equivalent to thefishing game of the present invention) and a second common game(progressive bonus game). In the random determination as to whether tostart the common game above, which one of the two types of common gamesis started is randomly determined when the result of the randomdetermination is “Run Common Game”. For this random determination, acommon game type random determination table shown in FIG. 33 is used.

(Common Game Start Random Determination Table)

As shown in FIG. 32, the common game start random determination tabledefines random number ranges corresponding to “occurrence of commongame” and “non-occurrence of common game”, respectively. In the presentembodiment, one of the numbers from 0 to 1214 is randomly selected inthe random determination of whether to start a common game (whether acommon game occurs), and the random number range for the “Run CommonGame” is 0 to 3 The random number range for the “No Common Game” is 4 to1214. Therefore, when, for example, a selected random number is “1”, aneffect of the start of the common game (e.g., displaying a common gamestart effect image shown in FIG. 34A) is conducted and then the commongame starts. When the determined random number is “15”, nothing iscarried out and the base game is continued.

(Common Game Type Random Determination Table)

As shown in FIG. 33, the random number ranges are set for the “FirstCommon Game” and the “Second Common Game (Progressive Bonus Game)”,respectively. In the present embodiment, one of the numbers 0 to 109 israndomly selected in the random determination as to which one of the twotypes of common game is to be run, and the random number range of 0 to96 is set for the “First Common Game”. The random number range of 97 to109 is set for the “Second Common Game (Progressive Bonus Game)”.Therefore, for example, when the selected random number is “1”, thefirst common game is to be run. In the meanwhile, for example, when theselected random number is “100”, the second common game (progressivebonus game) is to be run. In the present embodiment, a gaming terminal10 which is qualified to participate in the first common game israndomly selected. On the other hand, a gaming terminal 10 qualified toparticipate in the second common game is a gaming terminal 10 which hasreceived the game qualification time at the start of the second commongame.

(Common Game: Common Game Start Effect Image)

As described above, the common game start effect image is displayedbefore the start of the common game. In this regard, the displayedcommon game start effect image is varied in accordance with the type ofthe common game to be run. The common game start effect image is storedin the RAM 243 of the center controller 200. As shown in FIG. 34A, thesame common game start effect image is displayed on the upper display700 and on the terminal image display panel 16 of each of the six gamingterminals 10.

More specifically, the upper display 700 displays a game start effectimage in which a fish school image 720 showing many fishes of pluraltypes passing from left to right is displayed as shown in FIG. 34A.Furthermore, a fish school image 721 identical with that displayed onthe corresponding one of the gaming terminal areas 703 a to 703 f of theupper display 700 is displayed on the terminal image display panel 16 ofeach of the gaming terminals 10 a to 10 f.

The game start effect image is divided into sets of data correspondingto the six gaming terminal areas 703, respectively. The centercontroller 200 distributes these sets of data to the respective gamingterminals 10, thereby allowing the upper display 700 and the terminalimage display panels 16 to display the game start effect image in thesame manner.

(Common Game: First Common Game)

Now, the first common game will be described. Each of FIGS. 1 and 34Billustrates the display state on the upper display 700 during the firstcommon game. The upper display 700 constituted by the three upperdisplays 700 a, 700 b, and 700 c is arranged to display a single commoneffect display screen. The common effect display screen is constitutedby gaming terminal areas 703 a to 703 f corresponding to the six gamingterminals 10 a to 10 f, respectively.

In FIG. 34B, all gaming terminals 10 are running the common game, andthe terminal image display panels 16 of all gaming terminals 10 conductthe lookup display. In the first common game, the gaming terminal area703 corresponding to each gaming terminal 10 participating in the firstcommon game displays a game image of the first common game. Morespecifically, the gaming terminal area 703 corresponding to each gamingterminal 10 participating in the common game displays an individualimage 710 including a fisherman image 711, a fishline image 712 a, alure image 713 a, a fish image 714, and a total display unit 715.

The fisherman image 711 is an avatar of the player at the gamingterminal 10 participating in the first common game. The fishline image712 a and the lure image 713 a are displayed as properties of theplayer. That is to say, as the reel handle 6043 of the control lever 603is operated by the player, the position of the lure image 713 a which isdisplayed as a property of player is changed. This change in theposition of the lure image 713 a will be detailed below with referenceto FIG. 35A, FIG. 35B, and FIG. 35C. When the fisherman image 711corresponding to the player successfully catches the fish image 714, theplayer succeeds in the fishing.

In the first common game, the fishing is executed for a predeterminednumber of times within a predetermined time. In the first fishing, animage showing the fisherman image 711 on standby is displayed, and thenan image showing that the fish image 714 is hooked by the lure image 713a on the fishline image 712 a (i.e., a fish hooked image shown in FIG.36) is displayed. After a fish hooking time (equivalent to the“predetermined time” in the present invention) starting from the hookingof the fish image 714 by the fishline image 712 a elapses, an imageindicating the failure in the fishing (i.e., a failure image shown inFIG. 37, FIG. 38A, and FIG. 38B) or an image (success image) indicatingthe success in the fishing is displayed. In the present embodiment, thegame progress at each gaming terminal 10 participating in the firstcommon game is randomly determined at the start of the execution of thefirst common game. The game progress determined at this point includesat least the number of times of the fishing executed in the first commongame, the type (size) of the fish image 714 hooked by the fishline image712 a in each fishing, a result of each fishing, and the total payoutamount to be paid out in the first common game. The game progress ateach gaming terminal 10 is determined based on a game progressdetermination table Da10 shown in FIG. 40. The details of thedetermination regarding the game progress by using the game progressdetermination table Da10 will be given later. Furthermore, the detailsof the fish hooked image and the failure image will be given later.

The individual image 710 displays a count display unit 720. This countdisplay unit 720 displays a remaining time of the first common game.When the time indicated by the count display unit 720 reaches 0, thepayout amount shown in the total display unit 715 is awarded as apayout. In the present embodiment, all gaming terminals 10 participatingin the first common game have the same allotted time (time length ofparticipating in the first common game), the terminals may havedifferent allotted times.

Each fish image 714 is provided with a payout amount (credit amount).The payout amount is set in accordance with the size of fish. The payoutamounts are “500” for the “extra large” fish, “300” for the “large”fish, “150” for the “middle” fish, and “100” for the “small” fish. Eachgaming terminal 10 participating in the first common game receives thetotal of the payout amount (total payout amount) associated with thefish image 714 that the player has caught during the allotted time. Inthe present embodiment, the awarding of the total payout amount isconducted at once after the end of the first common game.

(Common Game: Change in Position of Lure Image 713 a in First CommonGame)

Now, referring to FIG. 35A to FIG. 35C, a change in the position of thelure image 713 a in accordance with the player's operation of the reelhandle 6043 of the control lever 603 will be described. FIG. 35A to FIG.35C illustrate the display states of the upper display 700 after thestart of the rotation of the reel handle 6043 in the first common game.In the present embodiment, when the start of the rotation of the reelhandle 6043 is detected, image display is conducted such that theposition of the lure image 713 a corresponding to the gaming terminal 10having that reel handle 6043 moves in a vertical direction in accordancewith the rotation speed of the reel handle 6043.

In the example shown in FIG. 35A to FIG. 35C, the start of the rotationof the reel handle 6043 of the gaming terminal 10 c is detected by therotation sensor 6044. Therefore, as shown in FIG. 35A, the position ofthe lure image 713 a corresponding to the gaming terminal 10 c (i.e.,the position of the left lure image 713 a on the upper display 710 a) ischanged. Although the position before the change is indicated by adashed line for convenience of explanation, such a line is not displayedin actual games. Thereafter, the position of the lure image 713 a isreturned to the original position in a predetermined time (severalseconds). In FIG. 35B, because the time elapsed from the detection ofthe start of the rotation is longer than that in FIG. 35A, the lureimage 713 a is considerably returned toward the original position. InFIG. 35C, the elapsed time is longer than the above two cases, and hencethe lure image 713 a has completely been returned to the originalposition.

As described above, when the start of the rotation of the reel handle6043 is detected, the position of the lure image 713 a is displayed inan upper part, and the image is gradually returned to the originalposition. As such, because the position of the lure image 713 a ischanged in a manner similar to an actual change in the position of thereel in actual fishing, the player feels as if he/she is actuallyenjoying fishing. Although in the present embodiment the position of thelure image 713 a is changed, a bait image or a fishhook image may bedisplayed in place of the lure image 713 a and the position thereof maybe changed.

(Common Game: First Common Game: Fish Hooked Image)

Now, the fish hooked image will be described with reference to FIG. 36.FIG. 36 shows an example of the fish hooked image. The fish hooked imageshown in FIG. 36 illustrates a situation where a fish image 714 ishooked by the fishline image 712 a with the lure image 713 a of thegaming terminal 10 c. In FIG. 36, by the fishline image 712 a in thegaming terminal area 703 c corresponding to the gaming terminal 10 c, an“extra large” fish image 714 is hooked. Because the “extra large” fishimage 714 is associated the payout amount of 500 credits, 500 creditsare awarded to the player when the player succeeds in the fishing of thehooked fish image 714 (i.e., when the player succeeds in fishing). Inthe meanwhile, by the fishline image 712 a of the gaming terminal area703 d corresponding to the gaming terminal 10 d, a “large” fish image714 is hooked. Because the “large” fish image 714 is associated with thepayout amount of 300 credits, 300 credits are awarded to the player whenthe player succeeds in the fishing of the hooked fish image 714 (i.e.,when the player succeeds in fishing).

(Common Game: First Common Game: Failure Image)

Now, the failure image will be described with reference to FIG. 37, FIG.38A, and FIG. 38B. FIG. 37 shows an example of the failure image. Asdescribed above, the failure image is an image indicating the failure infishing. After the fish hooked image is displayed for a gaming terminal10, when the failure image is displayed for the same gaming terminal 10,the payout amount set for the fish image 714 is not awarded to theplayer of that gaming terminal 10. The failure image shown in FIG. 37 isan image in which a failure object image O1 indicating the failure infishing is superposed on the fishline image 712 a. A non-limitingexample of the shape of the failure object image O1 in the presentembodiment is a flat cloud shape.

The display state of the failure object image O1 is selected from aplurality of display states based on the number of rotation of the reelhandle 6043 (equivalent to the “control lever” in the present invention)during a fish hooking time, i.e., a time from the display of the fishhooked image to the display of the failure image. In the presentembodiment, the display state is the color of the failure object imageO1. Based on the level of the number of rotation of the reel handle 6043during the fish hooking time, the image data is selected from the imagedata of “blue” failure object image O1 (equivalent to the “display statedata” in the present invention), the image data of “yellow” failureobject image O1 (equivalent to the “display state data” in the presentinvention), and the image data of “red” failure object image O1(equivalent to the “display state data” in the present invention), and agame image with which the selected image data is synthesized isdisplayed as the failure image.

While in the present embodiment the failure object image O1 iscloud-shaped, the image O1 may be differently shaped such as square orcircle. Furthermore, the failure object image O1 may be a text image asshown in FIG. 38A. The failure object image O1 may not be displayed onthe fishline image 712 a. For example, as shown in FIG. 38B, the failureobject images O1 and O2 may be displayed at positions such as to thenext to the fisherman image 711. While the display state in the presentembodiment is the color of the failure object image O1, the displaystate may be a color, shape, size, or a combination thereof.

The time from the display of the fish hooked image to the display of thefailure image corresponds to a time in actual fishing, during which thefisher turns the reel and tries to catch the fish while adjusting thelength of the fishline. During this time, the tension of the fishlineincreases as the fisher turns the reel. According to the arrangementabove, by turning the reel handle 6043, the player feels as if he/she isactually turning the reel. With the display state (color) correspondingto the level of the number of rotation of the reel handle 6043 duringthe time from the display of the fish hooked image to the display of thefailure image, the failure image (failure object image O1) is displayed.With this, the failure image (failure object image O1) is displayed withthe display state indicating the tension of the fishline or the like asdescribed above, with the result that the player feels as if he/she isactually enjoying fishing. The failure image indicates that the fishlineimage 712 a is cut. This further enhances the player's feeling as ifhe/she is actually enjoying fishing.

In addition to the above, in the present embodiment, the failure imageis an image in which the failure object image O1 is superposed on thefishline image 712 a. This suitably expresses that the tensioncorresponding to the number of rotation of the reel handle 6043 is beingapplied to the fishline image 712 a, and hence the player feels as ifhe/she is actually enjoying fishing.

(Common Game: First Common Game: Determination of Display State ofFailure Image)

With reference to FIG. 39A and FIG. 39B, the following will describe anexample of a method of selecting the display state of the failure image(failure object image O1) based on the number of rotation of the reelhandle 6043 during the time from the display of the fish hooked image tothe display of the failure image. FIG. 39A shows an example of the levelselection table. In the level selection table Da20, the range of thenumber of rotation of the reel handle 6043 associated with each of thelevels 1 to 4 and the type of fish (type (size) of the fish image 714)is stored.

As the fish images 714, images with plural colors and types aredisplayed in the first common game. In this regard, the type of fish inthe first common game of the present embodiment indicates not the color,shape, or species of fish but the size of fish. Each fish image 714belongs to one of the categories “extra large”, “large”, “middle”, and“small”. In addition to them, there is a fish image 714 furthercategorized as “subspecies”. That is to say, some fish images 714 arecategorized as “subspecies” in addition to the sizes. The range of thenumber of rotation of the reel handle 6043 is different between the“extra large” and “subspecies”, between “middle” and between “large”,and “small”. The larger the size of the fish image 714 is, the winderthe range of the number of rotation is. While in the present embodimentthe type of fish indicates the size of fish, the type of fish may be thecolor, shape, or species of fish. For each type of the fish image 714, afish hooking time is set. The larger the size of the fish image 714 is,the longer the corresponding fish hooking time is.

When the display state (color) of the failure image (failure objectimage O1) is determined, to begin with, the level of the number ofrotation of the reel handle 6043 during the time from the display of thefish hooked image to the display of the failure image is selected fromthe levels 1 to 4. For this selection, by using this number of rotationof the reel handle 6043 and the type of the fish image 714 being hooked,the level selection table Da20 is searched. As a result of this search,a range corresponding to the type of the fish image 714 being hooked andincluding the number of rotation of the reel handle 6043 is specified inthe ranges of the respective numbers of rotation of the reel handle6043. Then the level associated with the specified range of the numberof rotation of the reel handle 6043 is selected from the levels 1 to 4.

Now, a method of obtaining the display state corresponding to theselected level will be described. The display state (color) of thefailure image (failure object image O1) and the volume of effect soundwhen the failure image is displayed, which corresponds to the levelselected based on the level selection table Da20, are determined basedon a failure effect determination table Da30 shown in FIG. 39B. FIG. 39Bshows an example of the failure effect determination table. In thefailure effect determination table Da30, the color of the failure objectimage O1 and the volume of the effect sound are associated with each ofthe levels 1 to 4 and stored. The effect sound is sound which is outputwhen the failure image is displayed. The effect sound is, for example,sound of cutting the fishline image 712 a. In the level 1, the color ofthe failure object image O1 is “blue” and the volume of the effect soundis “minimum”. In the level 2, the color of the failure object image O1is “blue” and the volume of the effect sound is “small”. In the level 3,the color of the failure object image O1 is “yellow” and the volume ofthe effect sound is “middle”. In the level 1, the color of the failureobject image O1 is “red” and the volume of the effect sound is “large”.

The failure effect determination table Da30 is searched with theselected level, and the display state (color) of the failure image(failure object image O1) and the volume of the effect soundcorresponding to the level are determined. The image data of the failureobject image O1 with the determined color is obtained from the ROM 242(image storage unit 6212), and this image data is synthesized with thegame image and displayed. The image data of the “blue” failure objectimage O1, the image data of the “yellow” failure object image O1, andthe image data of the “blue” failure object image O1 are stored in, forexample, the ROM 242, and a set of image data corresponding to thedetermined color is selected from the sets of image data and read out,and is used for displaying the failure object image O1. Furthermore, theeffect sound is output with the determined volume.

(Common Game: First Common Game: Determination of Game Progress in FirstCommon Game in Each Gaming Terminal 10)

Now, referring to FIG. 40 and FIG. 41A to FIG. 41C, the following willdescribe a method of determining the game progress of the first commongame of each gaming terminal 10 participating in the first common game.A plurality of patterns of game progress are available in advance, andwhich one of these patterns of game progress is used is randomlydetermined with reference to the game progress determination table Da10shown in FIG. 40. Furthermore, as shown in FIG. 41A to FIG. 41C, sets offishing game progress data Da100 (Da101 a, Da101 b, Da101 c, Da102 a,Da102 b, Da102 c, Da103 a, Da103 b, and Da103 c) indicating differenttypes of game progress patterns are stored in the center controller 200.

FIG. 40 shows an example of the game progress determination table. Thegame progress determination table Da10 stores identification informationof the fishing game progress data Da100 corresponding to the totalpayout amount. At the start of the first common game, the centercontroller 200 randomly determines the total payout amount for eachgaming terminal 10 participating in the first common game. There arethree types of payout amounts, namely, 1000 credits, 600 credits, and300 credits, and one of them is selected. In the game progressdetermination table Da10, the total payout amounts, namely 1000 credits,600 credits, and 300 credits are registered. With the 1000 credits, setsof fishing game progress data Da101 a, Da101 b, and Da101 c areassociated. Each of the sets of fishing game progress data Da101 a,Da101 b, and Da101 c indicates a game progress pattern with which 1000credits are paid out. With the 600 credits, sets of fishing gameprogress data Da102 a, Da102 b, and Da102 c are associated. Each of thesets of fishing game progress data Da102 a, Da102 b, and Da102 cindicates a game progress pattern with which 600 credits are paid out.With the 300 credits, sets of fishing game progress data Da103 a, Da103b, and Da103 c are associated. Each of the sets of fishing game progressdata Da103 a, Da103 b, and Da103 c indicates a game progress patternwith which 300 credits are paid out.

For each gaming terminal 10 participating in the first common game, thecenter controller 200 randomly selects one of the sets of fishing gameprogress data Da100, which corresponds to the total payout amount whichhas been randomly determined. For example, when the total payout amountfor the gaming terminal 10 c is 1000 credits, one of the sets of fishinggame progress data Da101 a, Da101 b, and Da101 c is randomly read out.Thereafter, using the fishing game progress data Da100 having been readout, the progress of the first common game at the gaming terminal 10 cis controlled. When the total payout amount of the gaming terminal 10 dis 600 credits, one of the sets of fishing game progress data Da102 a,Da102 b, and Da102 c is read out. Thereafter, using the fishing gameprogress data Da100 having been read out, the progress of the firstcommon game at the gaming terminal 10 d is controlled. With thisarrangement, each gaming terminal 10 receives the payout of the totalpayout amount having been determined for that terminal, in the firstcommon game.

Now, referring to FIG. 41A to FIG. 41C, the fishing game progress dataDa100, Da200, and Da300 will be detailed. FIG. 41A to FIG. 41Cillustrate an example of the fishing game progress data. The fishinggame progress data Da100 indicates how many times the fishing isperformed in the first common game, the type of fish image 714 hooked ineach fishing, a result of each fishing (success or failure), a payoutamount of each fishing, a timing to start each fishing, a timing of fishhooking in each fishing, and the fish hooking time of each fishing.

The timing to start fishing indicates a timing at which the fishingstarts as, for example, a time elapsed from the start of the firstcommon game. For example, according to the fishing game progress dataDa101 a, the timing to start fishing is s1 (sec) in the first fishing.Therefore, the first fishing starts when s1 (sec) elapses from the startof the first common game. The fish hook timing indicates a timing atwhich the fish image 714 is hooked by the fishline image 712 a as a timeelapsed from the start of the first common game, for example. Forexample, according to the fishing game progress data Da101 a, the fishhook timing is s11 (sec) in the first fishing. Therefore, when s11 (sec)elapses from the start of the first common game, the fish image 714(large) indicated by the type of fish is hooked by the fishline image712 a. The fish hooking time is identical with the fish hooking time inthe level selection table Da20 shown in FIG. 39A, and indicates a timefrom the hooking of the fish image 714 (large) by the fishline image 712a (fish hook timing) to the display of the failure image or the successimage. This fish hooking time is different among the types of fish(types of fish images 714) as described above. As discussed above, thelarger the type of the fish image 714 is, the longer the correspondingfish hooking time is.

As described above, because the game progress of the first common gameis determined in advance in the fishing game progress data Da100, thetime to end the first common game is identical among the gamingterminals 10. Furthermore, because highly-entertaining game progress isset in advance, the first common game is arranged to be enjoyable forthe player.

(Common Game: First Common Game: Light Emission Control of LED 6050Based on Rotation of Reel Handle 6043)

In the present embodiment, the light emission mode of the LED 6050 iscontrolled so that the light emission mode varies in accordance with therotation of the reel handle 6043 and the state of the first common game.For example, while the LED 6050 is always on in the base game, the LED6050 basically blinks in the first common game. When one rotation of thereel handle 6043 is detected, the gaming terminal 10 changes theblinking state of the LED 6050 for a short time (several seconds). Evenwhen one rotation is detected, the gaming terminal 10 may not change thelight emission mode of the LED 6050 if the rotational speed of the reelhandle 6043 is lower than a predetermined value. For example, when thetime from the previous detection of one rotation of the reel handle 6043to the current detection of one rotation is shorter than a predeterminedtime, the gaming terminal 10 may not change the light emission mode ofthe LED 6050. Furthermore, the color of the light emitted from the LED6050 and the blinking interval may be changed in accordance with therotational speed of the reel handle 6043.

In addition to the above, in the first common game, the blinking stateof the LED 6050 is changed for a predetermined time and returns to theoriginal blinking state when the player fails in fishing (i.e., thefailure image is displayed) and when the player succeed in fishing(i.e., the success image is displayed). While in the present embodimentthe light emission mode of the LED 6050 is controlled so that the lightemission mode varies in accordance with the rotation of the reel handle6043 and the state of the first common game, the light emission mode ofthe LED 6050 may be controlled so that the light emission mode varies inaccordance with either the rotation of the reel handle 6043 or the stateof the first common game.

(Common Game: First Common Game: Vibration of Vibration Motor 6049 Basedon Rotation of Reel Handle 6043)

In the present embodiment, the vibration motor 6049 is controlled tovibrate in accordance with the rotation of the reel handle 6043 and thestate of the first common game. For example, during a time from thehooking of the fish image 714 (large) by the fishline image 712 a (fishhook timing) to the display of the failure image or the success image,the vibration motor 6049 is controlled to vibrate and an effect ofvibrating the control lever 603 is conducted.

(Cooperation of Vibration of Vibration Motor 6049, Individual Image 710,and Light Emission of LED 6050)

In the bonus game and common game above, the vibration of the vibrationmotor 6049, the individual image 710, and the light emission of the LED6050 are synchronized. Vibration patterns of the vibration of thevibration motor 6049 are stored in a vibration pattern table which isstored in the RAM 43 of the gaming terminal 10. Display patterns of theindividual image 710 are stored in a display pattern table which isstored in the RAM 243 of the center controller 200. Light emissionpatterns (light emission modes) of the LED 6050 are stored in anillumination pattern table stored in the RAM 43 of the gaming terminal10. As shown in FIG. 42, FIG. 43A, and FIG. 43B, a vibration pattern anda display pattern are associated with one set of identificationinformation. A set of identification information is selected accordingto the situation, and the vibration motor 6049 is controlled to vibratein accordance with the vibration pattern associated with theidentification information, the individual image 710 is displayed withthe display pattern associated with the identification information, andthe light emission of the LED 6050 is controlled in accordance with thelight emission pattern in accordance with the identificationinformation.

(Operation of Gaming Machine 300: Boot Process)

The following describes a boot process routine which takes place in thegaming machine 300. Upon powering on the gaming machine 300, a bootprocess routine illustrated in FIG. 44 starts in: the motherboard 240and gaming board 260 in the center controller 200, and in themotherboard 40 and the gaming board 50 in the terminal controller 630.The memory cards 53 and 263 are assumed to be inserted into the cardslots 53S and 263S of the gaming boards 50 and 260, respectively.Further, the GAL 54 and 264 are assumed to be attached to the IC socket54S and 264S, respectively.

First, turning on the power switch of (powering on) the power supplyunits 45 and 245 boots the motherboards 40 and 240, and the gamingboards 50 and 260. Booting the motherboards 40 and 240 and the gamingboards 50 and 260 starts separate processes in parallel. Specifically,in the gaming boards 50 and 260, the CPUs 51 and 261 read outpreliminary authentication programs stored in the boot ROMs 52 and 262,respectively. Then, preliminary authentication is performed according tothe read out programs so as to confirm and verify that no falsificationis made to authentication programs, before reading them in themotherboards 40 and 240, respectively (S21). Meanwhile, the main CPUs 41and 241 of the motherboards 40 and 240 run BIOS stored in the ROMs 42and 242 to load into the RAMs 43 and 243 compressed data built in theBIOS, respectively (S22). Then, the main CPUs 41 and 241 run a procedureof the BIOS according to the data loaded into the RAMs 43 and 243 so asto diagnose and initialize various peripheral devices (S23).

The main CPUs 41 and 241, which are respectively connected to the ROMs55 and 265 of the gaming boards 50 and 260 via PCI buses, read outauthentication programs stored in the ROMs 55 and 265 and stores them inthe RAMs 43 and 243 (S24). During this step, the main CPUs 41 and 241each derives a checksum through ADDSUM method (a standard checkfunction) which is adopted in a standard BIOS, and store theauthentication programs into RAMs 43 and 243 while confirming if theoperation of storing is carried out without an error.

Next, the main CPUs 41 and 241 each checks what connects to the IDE bus.Then, the main CPUs 41 and 241 access, via the IDE buses, to the memorycards 53 and 263 inserted into the card slots 53S and 263S, and read outgame programs and game system programs from the memory cards 53 and 263,respectively. In this case, the main CPUs 41 and 241 each reads out fourbytes of data constituting the game program and the game system programat one time. Next, the main CPUs 41 and 241 authenticate the gameprogram and the game system program read out to confirm and verify thatthese programs are not falsified, using the authentication programstored in RAMs 43 and 243 (S25).

When the authentication properly ends, the main CPUs 41 and 241 writeand store the authenticated game programs and game system programs inRAMs 43 and 243 (S26).

Next, the main CPUs 41 and 241 access, via the PCI buses, to the GALs 54and 264 attached to the IC sockets 54S and 264S, and read out payoutratio setting data from the GALs 54 and 264, respectively. The payoutratio setting data read out is then written and stored in the RAMs 43and 243 (S27).

Next, the main CPUs 41 and 241 read out, via the PCI buses, countryidentification information stored in the ROMs 55 and 265 of the gamingboards 50 and 260, respectively. The country identification informationread out is then stored in the RAMs 43 and 243 (S28).

After this, the main CPUs 41 and 241 each perform an initial process ofFIG. 45.

(Operation of Gaming Machine 300: Initial Process)

The following describes an initial process which takes place in thegaming machine 300. When the boot process of FIG. 44 is completed, thecenter controller 200 reads out from the RAM 243 a center-side initialsetting routine shown in FIG. 45 and executes the routine. Meanwhile,when the boot process of FIG. 44 is completed, the gaming terminal 10reads out from the RAM 43 a terminal side initial setting routine shownin FIG. 45 and executes the routine. The center-side and terminal sideinitial setting routines are executed in parallel.

First, the main CPU 41 of each of the gaming terminals 10 checksoperations of work memories such as the RAM 43, various sensors, variousdriving mechanisms, and various decorative illuminations (A1). Forexample, to check the operation of the driving mechanism, a process isexecuted such that the control lever 603 is rotated from the startposition to the end position while the magnetic force values at therespective positions are detected, and then the inclination angle tablein the RAM 43 is initialized. Then, the main CPU 41 determines whetherall the check results are normal (A2). If the main CPU 41 determinesthat the check results contains an error (A2: NO), the main CPU 41outputs a signal notifying the error (hereinafter, error signal) to thecenter controller 200 (A3). Further, the main CPU 41 reports the errorin the form of illuminating the lamp 30 or the like (A4), and then endsthe routine.

On the other hand in A2, if the main CPU 41 determines that all thecheck results are normal (A2: YES), an initial setting signal is outputto the center controller 200 (A5). Then, the supply of an initialsetting signal from the center controller 200 is waited for (A6, A7:NO).

The main CPU 241 of the center controller 200 receives signals from eachof the terminals (B1). Then, the main CPU 241 determines whether asignal received is an error signal (B2). If the main CPU 241 determinesthat the signal is an error signal (B2: YES), the main CPU 241 outputsthe error signal to a server of an unillustrated host computer or thelike (B9) to report the error (B10), and ends the routine.

On the other hand in B2, if the main CPU 241 determines that the signalis not an error signal (B2: NO), the main CPU 241 determines whether apredetermined time (check time) has elapsed from the time of powering on(B3). If the main CPU 241 determines that the check time has elapsed(B3: YES), B9 is executed. On the other hand, if the main CPU 241determines that the check time has not yet elapsed (B3: NO), it isdetermined whether an initial setting signal is received from each ofthe gaming terminals 10 (B4). If the main CPU 241 determines that aninitial setting signal from any one of the gaming terminals 10 is notreceived (B4: NO), the process returns to B1. On the other hand, if itis determined that initial setting signals from all the gaming terminals10 are received (B4: YES), the main CPU 241 checks operations of workmemories such as RAM 243 or the like, various sensors, various drivingmechanisms, and various decorative illuminations (B5). Then, the mainCPU 41 determines whether all the check results are normal (B6). If themain CPU 241 determines the check results contain an error (B6: NO), themain CPU 241 executes B9.

On the other hand in B6, if the main CPU 241 determines that all thecheck results are normal (B6: YES), the main CPU 241 outputs an initialsetting signal to all the gaming terminals 10 (B7), and causes theshared display 102 to display a demo-screen (B8). Then, the main CPU 241ends the routine.

In A7, the main CPU 41 of each of the gaming terminals 10 determinesthat an initial setting signal is received from the center controller200 (A7: YES), and causes the terminal image display panel 16 to displaya demo-screen (A7). The main CPU 41 then ends the routine.

(Operation of Gaming Terminal 10: Terminal-Side Basic Game ProcessRoutine)

After the terminal side initial setting routine of FIG. 45, the main CPU41 of the gaming terminal 10 performs a terminal-side base game processroutine of FIG. 46. Through this terminal-side base game process routineexecuted by the main CPU 41, a base game is run.

As shown in FIG. 46, to begin with, whether a coin has been bet isdetermined (C1). In this step, it is determined whether a signal fromthe 1-bet switch 26S entered by pressing of the 1-bet button 26 isreceived. Meanwhile, it is determined whether a signal from the maximumbet switch 27S entered by pressing of the maximum bet button 27 isreceived. If no coin is bet (C1: NO), C1 is repeated until a coin isbet.

On the other hand, if a coin is bet (C1: YES), the credit amount storedin the RAM 43 is reduced according to the number of coins bet (C2). Whenthe number of coins betted is larger than the credit amount stored inthe RAM 43, the process proceeds to C3 described below withoutconducting the step of reducing the credit amount. When the number ofcoins bet exceeds the upper limit of coins bettable for one base game(50 pieces in this embodiment), the process goes to the later-describedstep C3 without the reduction of the credit amount.

Then, it is determined whether the spin button 23 is pressed or thecontrol lever 600 is operated for the start (C3). If not started (C3:NO), the process returns to C1. Here, if not started (for example, acommand to end the game is input before the start), the reduction of thecredit amount in C2 is canceled.

On the other hand, if started (C3: YES), a bet amount informationtransmitting process is executed (C4). That is to say, a bet amountinformation signal indicating the bet amount is sent to the centercontroller 200. Note that, although the present embodiment is arrangedso that the information of the number of paylines L activated inresponse to betting is transmitted, the disclosure is not limited tothis.

Subsequently, a progressive bonus related process which will bedescribed with reference to FIG. 52 is executed (C5). In this process,an amount to be added to a progressive bonus amount to be paid out atthe time of winning of the progressive bonus game is calculated, and theamount is sent to the progressive controller 340.

Next executed is a symbol determining process (C6). That is, the stopsymbol determining program stored in the RAM 43 is run to determinesymbols 501 to be arranged in the display window 150. Through this, asymbol combination to be formed along the payline L is determined

Then, the symbol scrolling display process is executed to scroll-displaysymbols 501 on the terminal image display panel 16 (C7). The scrollingdisplay process is a process in which the symbols 501 determined in C6are stopped (rearranged) in the display window 150 after scrolling ofsymbols 501 in a direction indicated by an arrow.

Subsequently, whether the winning of a ground bait bonus has beenachieved is determined (C8). More specifically, after the scrollprocess, individual internal random determination is conducted todetermine the winning of the ground bait bonus at the winningprobability of 1/80. When the winning of the ground bait bonus isachieved (C8: YES), a ground bait bonus process is executed to award afixed payout (20 coins) (C9).

On the other hand, when the winning of the ground bait bonus is notachieved (C8: NO), whether a quick catch bonus has been achieved isdetermined (C10). More specifically, when the ground bait bonus is notachieved and the specific symbol 510 does not stop at the display block28 where the video reel 153 stops as a result of the scroll process inC7, internal random determination is executed to determine whether thequick catch bonus game is awarded at a probability of 1/80. When thequick catch bonus is achieved (C10: YES), a later-described quick catchbonus process is executed (C11).

On the other hand, when the quick catch bonus is not achieved (C10: NO),after the ground bait bonus process or after the quick catch bonusprocess, whether winning has been established by a combination ofsymbols 501 rearranged on the display window 150 is determined (C12).When it is determined that a winning is resulted (C12: YES), a payoutprocess is executed (C13). More specifically, when a winning isresulted, the number of coins according to the combination iscalculated.

When no winning is resulted (C12: NO) or after the payout process, themain CPU 41 determines whether to start the bonus game (C14). Morespecifically, the main CPU 41 starts a bonus game when a predeterminednumber or more specific symbols 510 are rearranged on a payline L or nospecific symbol 510 is rearranged at the video reel 153 of the thirdcolumn but a mystery bonus is won as a result of random selection.

When the bonus game is started (C14: YES), a terminal-side bonus gameprocess is executed (C15). This terminal-side bonus game process will bedescribed later with reference to FIG. 49.

On the other hand, when the bonus game is not started (C14: NO) or afterthe terminal-side bonus game process, whether a common game trigger isestablished is determined (C16). More specifically, the main CPU 41determines whether a common game start effect image display command hasbeen received from the center controller 200. If the common game triggeris not established (C16: NO), the process of C1 is executed.

On the other hand, when the common game trigger is established (C16:YES), a terminal-side common game process is executed (C17). Theterminal-side common game process will be described later with referenceto FIG. 50A. Then the process of C1 is executed.

Alternatively, the process (C10) in which whether the quick catch bonushas been achieved is determined may be executed if the result of thedetermination of whether to start the bonus game (C14) indicates not tostart the bonus game (C14: NO) and the result of the determination ofwhether the ground bait bonus is achieved (C8) indicates that the groundbait bonus has not been achieved (C8: NO).

(Operation of Center Controller 200: Center-Controller-Side Process)

The main CPU 241 of the center controller 200 executes, after theexecution of the center-side initial setting routine is completed, acenter-controller-side process shown in FIG. 47.

To begin with, whether a bet amount information signal sent in the betamount information transmitting process in C4 of the terminal-side basegame process in each gaming terminal 10 has been received is determined(J1). When the bet amount information signal has been received (J1:YES), a storing process is executed (J2). More specifically, the sendergaming terminal 10 is specified and information of the number ofpaylines L activated in accordance with the bet amount is stored in theRAM 243 for each gaming terminal 10.

After the storing process in J2, a conversion process is executed (J3).In this process, with reference to the normal game qualification timeawarding table stored in the RAM 243 (FIG. 16), a game qualificationtime corresponding to the number of paylines L activated in accordancewith the bet amount and the payout rate is awarded. Thereafter, in theabove-described game qualification time management table (see FIG. 17),the awarded game qualification time and the payout rate areaccumulatively stored for each gaming terminal 10. That is to say, basedon the number of paylines L activated in accordance with the bet amountstored in the RAM 243, a game qualification time to be awarded and apayout rate in each unit time of the game qualification time aredetermined, and the game qualification time at each payout rate isassociated with the payout rate and accumulatively stored in the gamequalification time management table for each gaming terminal 10.

On the other hand, when the bet amount information signal has not beenreceived (J1: NO), whether an addition signal has been received isdetermined (J4). When the addition signal has not been received (J4:NO), the process is terminated. On the other hand, when the additionsignal has been received (J4: YES), an addition process is executed(J5). In this process, the sender gaming terminal 10 is specified and agame qualification time which is included in the received additionsignal and associated with a payout rate is accumulatively stored in thegame qualification time management table for each gaming terminal 10.

Thereafter, after the conversion process in J3 or after the additionprocess in J5, whether the game qualification time accumulatively storedin the game qualification time management table for each gaming terminal10 exceeds the upper limit of the accumulation of the game qualificationtime defined in the maximum qualification time table is determined (J6).More specifically, with reference to the above-described accumulationcalculation table, whether the “value exceeding the accumulation upperlimit of qualification times” corresponding to the payout rate has beenupdated to be more than 0. When the value does not exceed the upperlimit (J6: NO), the process is terminated.

When the value exceeds the upper limit (J6: YES), a quick catch bonusspecial payout table change process is executed (J7). In this process, apayout table which will be referred to in a later-described quick catchbonus process is changed from the quick catch bonus normal payout tableor the like to a quick catch bonus special payout table. The winningprobability in this quick catch bonus special payout table is calculatedby adding, to the winning probability in the quick catch bonus normalpayout table, a value calculated by multiplying the above-described“value exceeding the accumulation upper limit of qualification times” bya predetermined value (which is “80/18038” in the present embodiment butis a changeable matter of design choice). This winning probability isupdated from time to time. Then the process is terminated.

(Quick Catch Bonus Process)

The main CPU 41 of the gaming terminal 10 executes a quick catch bonusprocess shown in FIG. 48, in the process in C11 of the terminal-sidebase game process shown in FIG. 46.

To begin with, in a quick catch bonus special payout table changeprocess in J7 of the center-controller-side process, whether the payouttable has been changed is determined (H1). When the payout table has notbeen changed (H1: NO), internal random determination is executed withreference to the above-described quick catch bonus normal payout table(H2). On the other hand, when the payout table has been changed (H1:YES), internal random determination is executed with reference to theabove-described quick catch bonus special payout table (H3).

When winning is achieved in the internal random determination in H2 orH3, a game qualification time is awarded (H4). If in H2 internal randomdetermination is executed with reference to the quick catch bonus normalpayout table, when, for example, the number of paylines activated inresponse to one bet is one, the game qualification time corresponding toone bet is awarded at the winning probability of 311/18038. Morespecifically, with reference to the normal game qualification timeawarding table shown in FIG. 16, the game qualification time of fiveseconds is awarded for the payout rate of one corresponding to oneactivated payline. In the meanwhile, when the number of paylinesactivated in response to five bets is five, a game qualification timecorresponding to five bets is awarded at the winning probability of311/18038. More specifically, with reference to the normal gamequalification time awarding table shown in FIG. 16, the gamequalification time of five seconds is awarded for the payout rate offive corresponding to five activated paylines.

Thereafter, an addition signal transmission process is executed (H5). Inthis process, a game qualification time corresponding to the awardedpayout rate is transmitted to the center controller 200 as an additionsignal.

(Operation of Gaming Terminal 10: Terminal-Side Bonus Game ProcessRoutine)

The main CPU 41 of the gaming terminal 10 executes, in C15 of theterminal-side base game process shown in FIG. 46, a terminal-side bonusgame process routine shown in FIG. 49.

As shown in FIG. 49, the main CPU 41 determines whether the bonus gameis an independent special game (D1). If the bonus game is not theindependent special game (D1: NO), i.e., when the bonus game is amystery bonus, the main CPU 41 executes a mystery bonus randomdetermination (D2). More specifically, the main CPU 41 determines, withreference to the mystery bonus start random determination table shown inFIG. 29, to which one of the ranges, “occurrence”, “effect only”, and“non-occurrence”, the determined random number corresponds.

Subsequently, the main CPU 41 determines whether to conduct an effect(D3). More specifically, the main CPU 41 conducts an effect when theresult of the mystery bonus random determination is “occurrence” or“effect only”. If no effect is conducted (D3: NO), i.e., when the resultof the mystery bonus random determination is “non-occurrence”, theroutine is terminated.

On the other hand, if an effect is conducted (D3: YES), the main CPU 41determines whether a common game is being run (D4). If no common game isbeing run, an effect start signal is transmitted to the centercontroller 200 (D5). Note that, when receiving the effect start signaltransmitted in the step D5, the center controller 200 conducts theeffect shown in FIG. 31. When it is determined in D4 that the commongame is being run (D4: Yes) or after the effect start signal istransmitted, whether to generate a mystery bonus is determined (D6).More specifically, a mystery bonus is generated based on mystery bonusrandom determination.

If no mystery bonus is generated (D6: NO), the routine is terminated. Onthe other hand, if the mystery bonus is generated (D6: YES), the mainCPU 41 conducts a bonus random determination (D7). More specifically,with reference to the mystery bonus probability table shown in FIG. 30,to which of the winning bonus types the determined random numbercorresponds is determined Thereafter, a payout according to the bonusthat has been won is awarded (D10), and the routine is terminated.

On the other hand, if it is determined in the step D1 that the bonusgame is an independent special game (D1: Yes), the main CPU 41 transmitsan independent special game information signal indicating the start ofan independent special game to the center controller 200 (D8). Inresponse to this, a lookup display unit 404 shown in FIG. 23 isdisplayed on the terminal image display panel 16. Though notillustrated, when the center controller 200 receives the independentspecial game information signal, whether a common game is being run isdetermined. If it is determined that no common game is being run, thecenter controller 200 conducts the effect shown in FIG. 25 and FIG. 28,turns on the LED unit 801 corresponding to the gaming terminal 10 thathas transmitted the independent special game information signal, carriesout a random determination to determine a payout based on theindependent special game probability table shown in FIG. 27, andtransmits payout information. On the other hand, when a common game isbeing run, the center controller 200 conducts only a randomdetermination and transmits payout information.

Thereafter, whether payout information has been received from the centercontroller 200 is determined (D9). If no payout information has beenreceived (D9: NO), the process is on standby and the step D9 isrepeated. When the payout information has been received from the centercontroller 200 (D9: YES), a payout is awarded based on the payoutinformation (D10) and the routine is terminated.

(Operation of Gaming Terminal 10: Terminal-Side Common Game ProcessRoutine)

The main CPU 41 of the gaming terminal 10 executes, in C17 of theterminal-side base game process shown in FIG. 46, a terminal-side commongame process routine shown in FIG. 50A.

As shown in FIG. 50A, the main CPU 41 determines whether a common gamestart effect image display instruction (first common game start effectimage display instruction) of the first common game has been suppliedfrom the center controller 200 (E1). When the first common game starteffect image display instruction has been received (E1: YES), the mainCPU 41 displays a common game start effect image shown in FIG. 34A inaccordance with the received first common game start effect imagedisplay instruction (E2). Then the main CPU 41 determines whether afirst common game start signal has been received (E3). When the firstcommon game start signal has not been received (E3: NO), the main CPU 41becomes on standby until it is determined that the first common gamestart signal has been received.

On the other hand, if the common game start signal has been received(E3: YES), the main CPU 41 carries out the lookup display shown in FIG.23 (E4). Thereafter, the main CPU 41 controls the light emission of theLED 6050 so that the LED 6050 which is always on in the base game startsto blink in the first blinking state (E5). Then the main CPU 41 receivesthe fishing game progress data D100 from the center controller 200 (E6).The fishing game progress data Da100 is sent from the center controller200 in the later-described step F7 shown in FIG. 51A. Subsequently, themain CPU 41 activates a timer (E7) and then executes a terminal-sideeffect process (E8).

In the terminal-side effect process, the main CPU 41 detects the numberof rotation of the reel handle 6043 and executes a process of displayinga failure image corresponding to the detected number of rotation on theupper display 700. Furthermore, in the terminal-side effect process, themain CPU 41 controls the light emission mode of the LED 6050 and thevibration of the vibration motor 6049 in accordance with the detectednumber of rotation and the state of the first common game. Details ofthe terminal-side effect process will be given later with reference toFIG. 50B and FIG. 50C.

Subsequently, the main CPU 41 determines whether a payout awardinginstruction has been received from the center controller 200 (E9). Whenthe payout awarding instruction has not been received (E9: NO), the mainCPU 41 goes back to the step E8. When the payout information has beenreceived (E9: YES), the main CPU 41 resets the timer (E10), and thenawards the total payout amount corresponding to the fishing gameprogress data D100 received in the step E6 (E11). Then the main CPU 41terminates the routine.

The following will describe a process executed when it is determinedthat the first common game start effect image display instruction hasnot been received (E1: NO). In this case, the main CPU 41 determineswhether a progressive bonus game start instruction has been received(E12). When the progressive bonus game start instruction has not beenreceived (E12: NO), the main CPU 41 terminates the routine. In otherwords, no common game is run. On the other hand, when the progressivebonus game start instruction has been received (E12: YES), the main CPU41 executes a terminal-side progressive bonus process (E13), and thenterminates the routine. The details of the terminal-side progressivebonus process will be given later.

(Operation of Gaming Terminal 10: Terminal-Side Common Game ProcessRoutine: Terminal-Side Effect Process)

Now, referring to FIG. 50B and FIG. 50C, the terminal-side effectprocess in the step E8 will be described.

To begin with, the main CPU 41 determines whether the start of therotation of the reel handle 6043 has been detected (E20). It is notedthat this determination is conducted based on the criterion that, forexample, while the rotation of the reel handle 6043 was not detected inpreviously-executed terminal-side effect processes, the rotation of thereel handle 6043 is detected in the current terminal-side effectprocess. When the start of the rotation of the reel handle 6043 has notbeen detected (E20: NO), the main CPU 41 proceeds to the later-describedstep E22. When the start of the rotation of the reel handle 6043 hasbeen detected (E20: YES), the main CPU 41 sends a rotation start signalto the center controller 200 (E21). As detailed later, the rotationstart signal is received in the step F21 shown in FIG. 51B.

Thereafter, the main CPU 41 determines whether a fish hook timing hascome (E22). This determination as to whether the fish hook timing hascome is executed based on the fishing game progress data D100 receivedin the step E6 above. When the fish hook timing has not come (E22: NO),the main CPU 41 proceeds to the step E27. On the other hand, when thefish hook timing has come (E22: YES), the main CPU 41 changes the lightemission mode of the LED 6050 which has been set at the first blinkingstate to a fourth blinking state only for a predetermined time (e.g.,several seconds) (E23). This control of the light emission mode isconducted based on the illumination pattern table shown in FIG. 43B.

Then the main CPU 41 reads out a pattern of vibration corresponding tothe hooked fish (fish image G714) from the RAM 243. The main CPU 41 thenchanges the setting so that the vibration motor 6049 is vibrated withthe vibration pattern having been read out (E24). The vibration of thevibration motor 6049 is controlled based on a vibration pattern tableshown in FIG. 42. The vibration of the vibration motor 6049 is thereforeset at “large”. Alternatively, the larger the type of the fish imageG714 is, the greater the vibration is. Then the main CPU 41 turns on afish hooking flag (E25). The fish hooking flag is a flag indicating thatthe fish hook timing has already come but the fish hooking time has notfinished.

Thereafter, the main CPU 41 obtains a fish hooking time corresponding tothe type of the hooked fish (fish image 714) from the fishing gameprogress data D100 received in the step E6 above. The main CPU 41 thensets the obtained fish hooking time as the fish hooking time of thecurrent fishing (E26). Then the main CPU 41 proceeds to thelater-described step E27.

Now, the step E27 will be described. In the step E27, the main CPU 41determines whether the gaming terminal 10 is currently in a failedfishing time. This determination is conducted based on, for example, thefishing game progress data D100 received in the step E6, and is used asthe criterion of the determination as to whether a result of current(currently-executed) fishing is a failure.

When the gaming terminal 10 is not currently in the failed fishing time(E27: NO), the main CPU 41 determines whether the gaming terminal 10 iscurrently in a succeeded fishing time (E28). This determination isconducted based on, for example, the fishing game progress data D100received in the step E6, and is used as the criterion of thedetermination as to whether a result of current (currently-executed)fishing is a success. When it is determined that the gaming terminal 10is not currently in the fish hooking time of successful fishing (E28:NO), the main CPU 41 terminates the routine and proceeds to the step E9shown in FIG. 50A.

On the other hand, when the gaming terminal 10 is currently in thefishing time of successful fishing (E28: YES), the main CPU 41determines whether the fish hooking flag has been turned on (E29). Whenthe fish hooking flag has been turned off (E29: NO), the routine isterminated and the main CPU 41 proceeds to the step E9 shown in FIG.50A. In the meanwhile, when the fish hooking flag has been turned on(E29: YES), the main CPU 41 determines whether the fish hooking time setin the step E26 has elapsed from the fish hook timing (i.e., whether thefishing success timing has come) (E30).

When the fishing success timing has come (E30: YES), the main CPU 41controls the light emission of the LED 6050 so that the LED 6050continuously emit light for a predetermined time (E31). This control ofthe light emission mode is conducted based on the illumination patterntable shown in FIG. 43B. The main CPU 41 then changes the setting of thevibration of the vibration motor 6049 to “middle” for a predeterminedtime (E32). This control of the vibration of the vibration motor 6049 isconducted based on the vibration pattern table shown in FIG. 42.Thereafter, the setting of the vibration of the vibration motor 6049 isreturned to the default setting (e.g., no vibration). The main CPU 41then turns off the fish hooking flag (E33), terminates the routine, andproceeds to the step E9 shown in FIG. 50A.

On the other hand, when the fishing success timing has not come (E30:NO), the main CPU 41 determines whether one rotation of the reel handle6043 is detected (E34). When one rotation of the reel handle 6043 hasnot been detected (E34: NO), the main CPU 41 terminates the routine andproceeds to the step E9 shown in FIG. 50A. In the meanwhile, when onerotation of the reel handle 6043 has been detected (E34: YES), the mainCPU 41 changes the light emission mode of the LED 6050, which has beenin the fourth blinking state, to the second blinking state for apredetermined time (e.g., several seconds) (E36). It is noted that,while in the present embodiment the light emission mode of the LED 6050is always changed each time one rotation of the reel handle 6043 isdetected, the light emission mode of the LED 6050 may be changed onlywhen the time from the previous detection of one rotation of the reelhandle 6043 to the current detection of one rotation exceeds apredetermined value (changed in accordance with the rotational speed ofthe reel handle 6043). Then the main CPU 41 terminates the routine andproceeds to the step E9 shown in FIG. 50A.

Subsequently, a process executed when it is determined that the gamingterminal 10 is currently in the failed fishing time (E27: YES) will bedescribed. When the result of the step S27 is YES, the main CPU 41determines whether the fish hooking flag has been turned on (E40). Whenthe fish hooking flag has been turned off (E40: NO), the main CPU 41terminates the routine and proceeds to the step E9 shown in FIG. 50A.Referring to FIG. 50C, when the fish hooking flag has been turned on(E40: YES), the main CPU 41 determines whether the fish hooking time setin the step E26 above has elapsed from the fish hook timing (i.e., afishing failure timing has come) (E41).

When the fish hooking time set in the step E26 above has not elapsedfrom the fish hook timing (E41: NO), the main CPU 41 determines whetherone rotation of the reel handle 6043 is detected (E42). When onerotation of the reel handle has not been detected (E42: NO), the mainCPU 41 terminates the routine and proceeds to the step E9 shown in FIG.50A. On the other hand, when one rotation of the reel handle has beendetected (E42: YES), the main CPU 41 counts the number of rotation ofthe reel handle 6043 (i.e., increments the number of rotation by one)(E43). Thereafter, the main CPU 41 executes a step similar to the stepE36 (E45). In the present embodiment, only when the fish hooking flaghas been turned on, the light emission mode of the LED 6050 is changedwhen one rotation of the reel handle 6043 is detected. Alternatively,the light emission mode of the LED 6050 may be changed when one rotationof the reel handle 6043 is detected, at any time when the first commongame is being executed. Thereafter, the main CPU 41 terminates theroutine and proceeds to the step E9 shown in FIG. 50A.

Now, a process executed when the fishing failure timing has come (E41:YES) will be described. The main CPU 41 sends, to the center controller200, information (number of rotation information) indicating the countednumber of rotation of the reel handle 6043 (E46). This number ofrotation information is received in the later-described step F31 shownin FIG. 51B. Thereafter, the main CPU 41 controls the light emission ofthe LED 6050 so that the LED 6050 emits light in the third blinkingstate for a predetermined time (several seconds) (E47). This control ofthe light emission mode is conducted based on the illumination patterntable shown in FIG. 43B. The main CPU 41 then changes the setting of thevibration of the vibration motor 6049 to “small” for a predeterminedtime (E48). This control of the vibration of the vibration motor 6049 isconducted based on the vibration pattern table shown in FIG. 42.Thereafter, the setting of the vibration of the vibration motor 6049 ischanged to the default setting (e.g., no vibration). Then the main CPU41 executes a step similar to the step E33 (E49). Then the main CPU 41resets the number of rotation of the reel handle 6043 (E50). Then themain CPU 41 terminates the routine and proceeds to the step E9 shown inFIG. 50A.

(Operation of Center Controller 200: Center-Controller-Side Common GameProcess)

The main CPU 241 of the center controller 200 executes, after theexecution of the center-side initial setting routine shown in FIG. 45 iscompleted, a center-controller-side common game process shown in FIG.51A. Though not illustrated, the center-controller-side common gameprocess is arranged to be executed at predetermined intervals (onesecond in the present embodiment).

To begin with, the main CPU 241 carries out a random determination ofwhether to start a common game (F1). The random determination to startthe common game is done by the method described above, based on thecommon game start random determination table shown in FIG. 32. Whenwinning of the common game is achieved, which one of the common games,the first common game and the second common game (progressive bonusgame), is generated (won) is determined with reference to the commongame type random determination table shown in FIG. 33.

Thereafter, the main CPU 241 determines whether the first common game iswon (F2). When the first common game is won (F2: YES), a first commongame start effect image display instruction is sent to a gaming terminal10 which is qualified to participate in the first common game (F3).Whether a gaming terminal 10 is qualified or not is, for example,randomly determined. The first common game start effect image displayinstruction is received by the gaming terminal 10 in the step E1 aboveshown in FIG. 50A. Thereafter, the main CPU 241 causes the upper display700 to display a common game start effect image shown in FIG. 34A (F4).Then the main CPU 241 sends a first common game start signal to a gamingterminal 10 qualified to participate in the first common game (F5). Thisfirst common game start signal is received by the gaming terminal 10 inthe step E3 above shown in FIG. 50A.

Subsequently, the main CPU 241 selects one of the sets of fishing gameprogress data Da100 for each of all gaming terminals 10 qualified toparticipate in the first common game (F6). More specifically, to beginwith, the main CPU 241 randomly selects one of total payout amounts of1000 credits, 600 credits, and 300 credits. Thereafter, the main CPU 241selects one of the sets of fishing game progress data Da100corresponding to the selected total payout amount, with reference to thegame progress determination table shown in FIG. 40. Then the main CPU241 sends the selected set of fishing game progress data Da100 to thecorresponding gaming terminal 10 (F7). In this case, the fishing gameprogress data Da100 is sent to each of the gaming terminals 10 qualifiedto participate in the game.

Subsequently, the main CPU 241 starts the timer (F8). Then the main CPU241 executes a process (first common game display process) for causingthe upper display 700 to display a game image of the first common game(F9). Thereafter, the main CPU 241 determines whether a timing to endthe first common game has come (F10).

When the timing to end the first common game has not come (F10: NO), themain CPU 241 goes back to the step F9. On the other hand, when thetiming to end the first common game has come (F10: YES), the main CPU241 sends a payout awarding instruction to all gaming terminals 10participating in the first common game (F11). Then the main CPU 241resets the timer (F12) and terminates the center-controller-side commongame process.

Now, a process executed when it is determined that the first common gamehas not been won (F2: NO) will be described. In this case, the main CPU241 determines whether the second common game (progressive bonus game)has been won (F13). When the second common game (progressive bonus game)has not been won (F13: NO), the main CPU 241 terminates thecenter-controller-side common game process. On the other hand, when thesecond common game (progressive bonus game) has been won (F13: YES), themain CPU 241 causes the upper display 700 to display a common game starteffect image of the second common game (F14).

Thereafter, the main CPU 241 sends a progressive bonus game start signalto a gaming terminal 10 qualified to participate in the second commongame (F15). A gaming terminal 10 qualified to participate in the secondcommon game is a gaming terminal 10 which has already been awarded agame qualification time at the start of the second common game. Theprogressive bonus game start signal is received by the gaming terminal10 in the later-described step L1 shown in FIG. 53. Thereafter, the mainCPU 241 executes a center controller-side progressive bonus process(F16) and terminates the center-controller-side common game process.Details of the center controller-side progressive bonus process will begiven later with reference to FIG. 54.

(Operation of Center Controller 200: Center-Controller-Side Common GameProcess: First Common Game Display Process)

To begin with, the main CPU 241 determines whether a rotation startsignal has been supplied from any gaming terminal 10 participating inthe first common game (F21). The rotation start signal is sent in thestep E21 shown in FIG. 50B. When the rotation start signal has not beensupplied from the gaming terminal 10 participating in the first commongame (F21: NO), the main CPU 241 proceeds to the below-described stepF23. On the other hand, when the rotation start signal has been suppliedfrom any gaming terminal 10 participating in the first common game (F21:YES), the main CPU 241 changes the position of the lure image 713 acorresponding to the gaming terminal 10 which is the sender of thesupplied rotation start signal in such a way that the lure image 713moves up for a predetermined distance (F22). Based on this setting, agame image shown in FIG. 35A will be shown in the later-described stepF34. The lure image 713 a having been moved up for the predetermineddistance returns to the position before the moving over a predeterminedtime, as shown in FIG. 35B and FIG. 35C.

Thereafter, the main CPU 241 determines whether there is a gamingterminal 10 at which the timing to start the fishing has come, among thegaming terminals 10 participating in the first common game (F23). Forthis determination, the fishing game progress data Da100 having beenobtained in the step F6 above is referred to. When there is no gamingterminal 10 at which the timing to start the fishing has come, (F23:NO), the main CPU 241 proceeds to the later-described step F25. On theother hand, when there is a gaming terminal 10 at which the timing tostart the fishing has come (F23: YES), the main CPU 241 sets the startof the fishing for the gaming terminal 10 at which the timing to startthe fishing has come (F24). Based on this setting a game imageindicating the start of the fishing in the gaming terminal 10 havingbeen set as above will be displayed in the later-described step F34.

Thereafter, the main CPU 241 determines whether there is a gamingterminal 10 at which the fish hook timing has come, among the gamingterminals 10 participating in the first common game (F25). For thisdetermination, the fishing game progress data Da100 having been obtainedin the step F6 above is referred to. When there is no gaming terminal 10at which the fish hook timing has come (F25: NO), the main CPU 241proceeds to the later-described step F27. On the other hand, when thereis a gaming terminal 10 at which the fish hook timing has come (F25:YES), the main CPU 241 sets the fish image 714 to be hooked by thefishline 712 a for the gaming terminal 10 at which the fish hook timinghas come (F26). Based on this setting, a fish hooked image shown in FIG.36 will be described for the gaming terminal 10 having been set asabove, in the later-described step F34.

Thereafter, the main CPU 241 determines whether there is a gamingterminal 10 at which the fishing success timing has come, among thegaming terminals 10 participating in the first common game. For thisdetermination, the fishing game progress data Da100 having been obtainedin the step F6 above is referred to. When there is no gaming terminal 10at which the fishing success timing has come (F27: NO), the main CPU 241proceeds to the later-described step F29. On the other hand, when thereis a gaming terminal 10 at which the fishing success timing has come(F27: YES), the main CPU 241 sets the success in fishing for the gamingterminal 10 at which the fishing success timing ha come (F28). Based onthis setting, a success image will be displayed for the gaming terminal10 having been set as above, in the later-described step F34.

Thereafter, the main CPU 241 determines whether there is a gamingterminal 10 at which the fishing failure timing has come, among thegaming terminals 10 participating in the first common game (F29). Forthis determination, the fishing game progress data Da100 having beenobtained in the step F6 above is referred to. When there is no gamingterminal 10 at which the fishing failure timing has come (F29: NO), themain CPU 241 proceeds to the later-described step F34. On the otherhand, when there is a gaming terminal 10 at which the fishing failuretiming has come (F29: YES), the main CPU 241 sets the failure in fishingfor the gaming terminal 10 at which the fishing failure timing has come(F30). Based on this setting, a failure image shown in FIG. 37, FIG.38A, and FIG. 38B is displayed for the gaming terminal 10 having beenset as above, in the later-described step F34.

Thereafter, the main CPU 241 receives the number of rotation informationfrom the gaming terminal 10 at which the fishing failure timing has come(F31). The main CPU 241 then selects the display state of the failureimage (failure object image O1) (F32). More specifically, the main CPU241 searches the level selection table Da20 shown in FIG. 39A with thenumber of rotation of the reel handle 6043 indicated by the number ofrotation information received in F31 and the type of the fish hooked inthe gaming terminal 10 at which the fishing failure timing has come.With this search, the main CPU 241 selects one of the levels 1 to 4.Then the main CPU 241 obtains, from the failure effect determinationtable Da30 shown in FIG. 39B, the color of the failure object image O1and the volume of the effect sound corresponding to the selected onelevel.

Then the main CPU 241 sets the display state (color of the failureobject image O1) selected in the step F32 as the display state (color ofthe failure object image O1) of the failure image F34 displayed in thesubsequent step F34, and sets the volume selected in the step F32 as thevolume of the effect sound (F33). Based on this setting, in thesubsequent step F34, the image data of the failure object image O1 inthe selected display state (color) is obtained and a failure imagesynthesized with the image based on the image data is displayed. Theeffect sound is output with the volume based on the setting.Subsequently, the main CPU 241 proceeds to the later-described step F34.

In the step F34, the main CPU 241 causes the upper display 700 todisplay a game image of the fishing game and output the effect soundwith predetermined volume, based on the settings done in the steps F21to F33 (F34). Thereafter, the main CPU 241 terminates the first commongame display process.

(Progressive Bonus Related Process)

Now, referring to FIG. 52, a progressive bonus related process will bedescribed. The main CPU 41 of the gaming terminal 10 executes aprogressive bonus related process shown in FIG. 52 in the step C5 in theterminal-side base game process shown in FIG. 46.

To begin with, the main CPU 41 calculates the accumulated amount addedto the progressive bonus (K1). More specifically, when bet is placed inC1, the main CPU 41 multiplies the bet amount by a predeterminedaccumulation rate (for example, 10%) to calculate the accumulated amountadded to the progressive bonus.

Subsequently, the main CPU 41 sends the calculated accumulated amountadded to the progressive bonus to the progressive controller 340 (K2).The process is then terminated.

(Terminal-Side Progressive Bonus Process)

Now, referring to FIG. 53, the terminal-side progressive bonus processwill be described. To begin with, the main CPU 41 of the gaming terminal10 determines whether a progressive bonus start instruction has beenreceived (L1). When the progressive bonus start instruction has not beenreceived (L1: NO), the process is terminated.

On the other hand, when the progressive bonus start instruction has beenreceived (L1: YES), a progressive bonus start effect process is executed(L2). In this process, a lookup display unit 404 shown in FIG. 23 isdisplayed on the terminal image display panel 16.

Subsequently, the main CPU 41 executes a progressive bonus randomdetermination process (L3). In this process, one of grande progressivebonus, major progressive bonus, minor progressive bonus, miniprogressive bonus and losing is selected by internal randomdetermination.

Thereafter, the main CPU 41 determines which one of the grandeprogressive bonus, the major progressive bonus, the minor progressivebonus, the progressive bonus, and the mini progressive bonus isachieved, as a result of the random determination (L4).

When one of the grande progressive bonus, the major progressive bonus,the minor progressive bonus, and the mini progressive bonus is achieved(L4: YES), information indicating which one of the bonuses, the grandeprogressive bonus, the major progressive bonus, the minor progressivebonus, and the mini progressive bonus, has been won and information withwhich the winning gaming terminal 10 is specified are sent to theprogressive controller 340 as a winning signal (L5).

Subsequently, the main CPU 41 determines whether a progressive prizeamount signal has been supplied from the progressive controller 340(L6). When the progressive prize amount signal has not been supplied(L6: NO), the main CPU 41 waits for the progressive prize amount signal.

On the other hand, either when the progressive prize amount signal hasbeen supplied (L6: YES) or the winning is not achieved in L4 (L4: NO),the main CPU 41 sends a progressive bonus random determination effectsignal to the center controller 200 (L7).

Thereafter, the main CPU 41 executes a payout process (L8). Morespecifically, a progressive prize amount is awarded as a payout inaccordance with the progressive prize amount signal received in L6. Itis noted that each gaming terminal 10 is able to participate in thesecond common game (progressive bonus game) only during the gamequalification time corresponding to that gaming terminal, and aprogressive prize amount calculated based on the payout ratecorresponding to that gaming terminal is awarded.

(Progressive Controller-Side Progressive Bonus Process)

Although not shown in figures, a CPU of the progressive controller 340executes a progressive controller-side progressive bonus process shownin FIG. 54.

To begin with, the CPU determines whether the accumulated amount addedto progressive bonus, which is sent from the gaming terminal 10 in thestep K2 of the progressive bonus related process above, has beenreceived (M1). When the accumulated amount added to the progressivebonus has not received (M1: NO), the CPU waits for the accumulatedamount to the progressive bonus.

On the other hand, when the accumulated amount added to the progressivebonus has been received (M1: YES), the progressive bonus amountaccumulatively stored in the RAM 343 is updated such that theaccumulated amount added to the progressive bonus, which has beensupplied, is added to the accumulatively-stored progressive bonus amount(M2). In this connection, there are four types of progressive bonusamounts accumulatively stored in the RAM 343, namely, a grandeprogressive bonus amount, a major progressive bonus amount, a minorprogressive bonus amount, and a mini progressive bonus amount. Theaccumulated amount added to the progressive bonus having been suppliedis added to the grande progressive bonus amount, the major progressivebonus amount, the minor progressive bonus amount, and the miniprogressive bonus amount at the ratio of 4:3:2:1, and the amounts afterthe addition are accumulatively stored. For example, when theaccumulated amount added to the progressive bonus having been suppliedis “1”, “0.4” is added to the grande progressive bonus amount, “0.3” isadded to the major progressive bonus amount, “0.2” is added to the minorprogressive bonus amount, and “0.1” is added to the mini progressivebonus amount.

Subsequently, the CPU determines whether the winning signal which issent from the gaming terminal 10 in the step L5 of the terminal-sideprogressive bonus process described above has been received (M3). Whenthe winning signal has not been received (M3: NO), the process isterminated.

On the other hand, when the winning signal has been received (M3: YES),a progressive prize amount is calculated (M4). More specifically, thetype of the achieved progressive bonus (one of the grande progressivebonus, the major progressive bonus, the minor progressive bonus, and themini progressive bonus) is specified based on the winning signal, andthe progressive bonus amount corresponding to the specified type of theprogressive bonus is set as the progressive prize amount. For thiscalculation, the payout rate corresponding to the gaming terminal 10from which the winning signal has been supplied is used. The payout rateis obtained from the center controller 200 for the calculation of theprogressive prize amount.

Thereafter, to the gaming terminal 10 having sent the winning signal,the progressive prize amount calculated in M4 is sent as a progressiveprize amount signal (M5). After this step, the process is terminated.When plural gaming terminals 10 achieve the winning in the progressivebonus game, the CPU receives the winning signals from those gamingterminals 10 and sends the progressive prize amount signal to thosegaming terminal 10.

(Center Controller-Side Progressive Bonus Process)

After the execution of the center-side initial setting routine, the mainCPU 241 of the center controller 200 executes a center controller-sideprogressive bonus process shown in FIG. 55.

To begin with, the main CPU 241 determines whether the progressive bonusrandom determination effect signal which is sent from the gamingterminal 10 in the step L7 in the terminal-side progressive bonusprocess above has been received (N1). When the progressive bonus randomdetermination effect signal has not been received (N1: NO), the CPU 241waits for the progressive bonus random determination effect signal.

On the other hand, when the progressive bonus random determinationeffect signal has been received (N1: YES), a progressive bonus randomdetermination effect process is executed (N2). In this process, in alater-described progressive bonus effect image shown in FIG. 56, aneffect image is displayed. In the effect image, a fish school image 720(grande fish 901, major fish 902, minor fish 903, or mini fish 904)corresponding to the type (the grande progressive bonus, the majorprogressive bonus, the minor progressive bonus, or the mini progressivebonus) of the progressive bonus won in the progressive bonus randomdetermination process (L3) is caught by the fisherman image 711corresponding to the winning gaming terminal 10. As a result of thisprocess, the main CPU 241 determines whether a progressive bonus randomdetermination signal has been supplied from all gaming terminals 10participating in the progressive bonus game (N3). When the progressivebonus random determination signal has been supplied from all gamingterminals 10 (N3: YES), the main CPU 241 terminates the process. Whenthe progressive bonus random determination signal has not been suppliedfrom all gaming terminals 10 (N3: NO), the main CPU 241 goes back to thestep N1.

(Progressive Bonus Effect Image)

When no common game occurs, a progressive bonus effect image shown inFIG. 56 is displayed. The progressive bonus effect image is stored inthe RAM 243 of the center controller 200.

FIG. 56 shows the display states of the upper displays 700 a, 700 b, and700 c. More specifically, on the upper displays 700 a, 700 b, and 700 c,a passing game start effect image in which many and plural types of fishschool images 720 are displayed from right to left is displayed. Thesemany fish school images 720 include images indicating grande fish 901,major fish 902, minor fish 903, and mini fish 904. Furthermore, on thegrande fish 901, the major fish 902, the minor fish 903, and the minifish 904, a grande progressive bonus amount, a major progressive bonusamount, a minor progressive bonus amount, and a mini progressive bonusamount, which are accumulatively stored in the RAM 343, are displayed,respectively.

Furthermore, at the bottom parts of the upper displays 700 a, 700 b, and700 c, a grande display frame 911 configured to display a grandeprogressive bonus amount, a major display frame 912 configured todisplay a major progressive bonus amount, a minor display frame 913configured to display a minor progressive bonus amount, and a minidisplay frame 914 configured to display a mini progressive bonus amountare displayed, respectively. In addition to the above, at the upperparts of the upper displays 700 a, 700 b, and 700 c, a fisherman image711, a fishhook image 712, and a fishing bait image 713 are displayed,respectively. The fisherman image 711 is different in each gamingterminal 10, to make it possible to understand how the gaming terminals10 correspond the respective images.

As described above, on the upper displays 700 a, 700 b, and 700 c, thegrande fish 901, the major fish 902, the minor fish 903, and the minifish 904 indicating the grande progressive bonus, the major progressivebonus, minor progressive bonus, and the mini progressive bonus aredisplayed in situations including the time during the base game. As thecurrent grande progressive bonus amount, major progressive bonus amount,minor progressive bonus amount, and mini progressive bonus amount aredisplayed on the grande fish 901, the major fish 902, the minor fish903, and the mini fish 904, the player is able to visually grasp theprogressive prize amount which is to be paid out if a fish is caught atthe current stage.

When the progressive bonus random determination effect process isexecuted in the center controller-side progressive bonus process, aneffect image is displayed. In the effect image, the fish school image720 (the grande fish 901, the major fish 902, the minor fish 903, or themini fish 904) corresponding to the type of the progressive bonus (thegrande progressive bonus, the major progressive bonus, the minorprogressive bonus, or the mini progressive bonus) achieved in theprogressive bonus random determination process (L3) is caught by thefisherman image 711 corresponding to the winning gaming terminal 10.

(Symbol Scrolling Display Process)

In addition to the above, in the present embodiment, as shown in FIG.66, the symbol scrolling display process in the step C7 of theterminal-side base game process shown in FIG. 46 is executed. To beginwith, the main CPU 41 obtains the degree of inclination (lever position)from the reference position of the control lever 603 (G1). Morespecifically, the main CPU 41 obtains the lever position by comparingthe detected magnetic force indicated by the magnetic force detectiondata input from the main body PCB 60 with the lever position determiningtable.

Subsequently, the main CPU 41 determines whether the degree ofinclination of the control lever 603 obtained in the step G1 exceeds awarning notification angle (G2). For example, when the degrees ofinclination (lever positions) of the control lever 603 are at theseventh position and the end position, it may be determined that thedegrees of inclination of the control lever 603 exceed the warningnotification angles. Furthermore, when the control lever 603 is inclinedforward and the degree of inclination from the reference positionexceeds the warning notification angle and when the control lever 603 isinclined backward and the degree of inclination from the referenceposition exceeds the warning notification angle, the result of thedetermination in the step G2 is YES.

When it is determined that the degree of inclination of the controllever 603 exceeds the warning notification angle (YES in G2), the mainCPU 41 determines whether the counting is under way (G3). When thecounting is not under way (NO in G3), the main CPU 41 starts thecounting (G4). Thereafter, the main CPU 41 generates a display image(scroll display image) by using the graphic board 68 and causes theterminal image display panel 16 to display the scroll display image(G5).

When displayed for the first time, the scroll display image is generatedsuch that the symbols 501 on all (five) video reels 151 to 155 arescroll-displayed over plural frames. When a timing to stop predeterminedone of the video reels 151 to 155 has come, the symbols 501 stopped onthat reel are determined based on the data in the symbol storage area,and the scroll display image is generated so that these symbols 501 arestopped and displayed. The timings to stop the respective video reels151 to 155 are different from one another. For this reason, the scrolldisplay image is generated such that symbols 501 on a reel of which thestop timing has not come are scrolled over plural frames until the stoptiming comes. Thereafter, the main CPU 41 executes a later-describedstep G14.

On the other hand, when the counting is under way (YES in G3), the mainCPU 41 determines whether a predetermined time has elapsed from thestart of the counting (e.g., 0.5 second has elapsed) based on thecounted value (G6). In this regard, when the predetermined time has notelapsed from the start of the counting (NO in G6), the main CPU 41generates a display image (scroll image) by using the graphic board 68and causes the terminal image display panel 16 to display the scrolldisplay image (G5). Thereafter, the main CPU 41 executes thelater-described step G14.

When the predetermined time has elapsed from the start of the counting(YES in G6), the main CPU 41 determines whether a timing to display awarning image has come (G7). The timing is, for example, determinedbased on the counted value. For example, a warning image “WARNING!” isdisplayed on the terminal image display panel 16.

When the timing to display the warning image (“WARNING!”) has come (YESin G7), the main CPU 41 executes a process of outputting soundcorresponding to the warning image (“WARNING!”) from the speaker 29(S8). Then the main CPU 41 synthesizes the warning image (“WARNING!”)onto the scroll display image generated by using the graphic board 68,in the same manner as in the step G5. Then the main CPU 41 displays, onthe terminal image display panel 16, the scroll display imagesynthesized with the warning image (“WARNING!”), by using the graphicboard 68 (G9). Thereafter, the main CPU 41 executes the later-describedstep G14. When the timing to display the warning image (“WARNING!”) hasnot come (NO in G7), the main CPU 41 executes a process of outputtingsound corresponding to another warning image (“Do not touch thecontroller !”) from the speaker 29, because it is a timing to displaythe another warning image (“Do not touch the controller !”) (S10).Thereafter, the main CPU 41 synthesizes the another warning image (“Donot touch the controller !”) onto the scroll display image generated byusing the graphic board 68, in the same manner as in the step G5 above.The graphic board 68 then causes the terminal image display panel 16 todisplay the scroll display image synthesized with the another warningimage (“Do not touch the controller !”) (G11). Then the main CPU 41executes the later-described step G14.

Now, a process when the degree of inclination of the control lever 603obtained in the step G1 does not exceed the warning notification angle(NO in G2) will be described. In this process, the main CPU 41determines whether the counting is under way (G12). When the counting isunder way (YES in G12), the main CPU 41 terminates the counting (resetsthe counter) (G13), and executes the step G5 above. On the other hand,when the counting is not under way (NO in G12), the main CPU 41 executesthe step G5 above without executing the step G13. In the step G5, thescroll display image not synthesized with the warning image is displayedon the terminal image display panel 16. As such, when the degree ofinclination of the control lever 603 does not exceed the warningnotification angle, the warning image is not displayed.

As described above, when the result of the determination in the step G3is NO, the step G5 is executed instead of the steps G9 and G11 even ifthe result of the step G6 is NO. For this reason, the warning image isnot displayed, and the warning image is not displayed even if the degreeof inclination of the control lever 603 exceeds the warning notificationangle, when a predetermined time (for example, 0.5 sec) has not elapsedfrom the timing at which the degree of inclination exceeds the warningnotification angle. As such, the warning image is not displayed when theplayer swiftly notices that the inclination of the control lever 603 isexcessive and immediately correct the way of operating the control lever603.

To execute the step G5, the main CPU 41 executes the later-describedstep G14.

In the step G14, the main CPU 41 determines whether all video reels 151to 155 have stopped scrolling (G14). When all video reels 151 to 155have stopped scrolling (YES in G14), the main CPU 41 terminates the subroutine of the scroll display process and goes back to the terminal-sidebase game process. On the other hand, when at least one of all videoreels 151 to 155 has not stopped scrolling (NO in G14), the main CPU 41goes back to the step G1 and repeatedly executes the steps G1 to G13 ineach predetermined drawing cycle, until the result of the step G14becomes YES.

According to the arrangement above, as the player rotates the reelhandle 6043 attached to the control lever 603 in accordance with thegame situation, the number of rotation of the rotation axis 6042 isdetected by the rotation sensor 6044, and the effect content representedby effect images displayed on the terminal image display panel 16 andthe upper display 700 is changed in accordance with the detected numberof rotation. In a fishing game which is a common game, the player cantherefore imitate the action of rotating a reel by rotating the reelhandle 6043 with the assumption that the control lever 603 is a fishingrod, and can change the game content and effect images by rotating thehandle. This provides the player with a new effect of as if he/she isactually playing fishing. Furthermore, the control lever 603 is providedwith the rotary dumper 6045 that imparts resistance to the rotation axis6042 such that the torque on the rotation axis 6042 increases inaccordance with the increase in the rotational speed and the torque onthe rotation axis 6042 becomes constant after the speed becomes equal toor higher than a predetermined rotational speed. As such, rotationresistance imparted to a reel of an actual fishing rod is reproduced.

In addition to the above, because the effect sound generator 6048 isprovided in the control lever 603 as described above, the teeth of thegear 6046 slap the flexible blade 6047 fixed to the control lever 603 asthe reel handle 6043 is rotated by the player, with the result thatticking sound is generated as if a real fishing reel is rotating. Thisprovides the player with an effect of as if he/she is actually playingfishing.

In addition to the above, because the vibration motor 6049 is providedin the control lever 603 as described above, the control lever 603 isvibrated as the vibration motor 6049 is vibrated in accordance with thegame status of the fishing game in the common game. This provides theplayer with an effect of as if he/she is actually playing fishing.

Furthermore, according to the arrangement above, as the player rotatesthe reel handle 6043 provided on the control lever 603 in accordancewith the state of the game, the number of rotation of the rotation axis6042 is detected by the rotation sensor 6044 and the effect contentrepresented by effect images displayed on the terminal image displaypanel 16 and the upper display 700 is changed in accordance with thedetected number of rotation. When, for example, the common game in whicha plurality of gaming terminals 10 are synchronized is a fishing game,the player can therefore imitate the action of rotating a reel byrotating the reel handle 6043 with the assumption that the control lever603 is a fishing rod, and can change the game content and effect imagesby rotating the handle. This provides the player with an effect of as ifhe/she is actually playing fishing.

In addition to the above, the control lever 603 above is provided withthe grip 6030 which is gripped by one hand of the player to fix thecontrol lever 603 or to rotate the control lever 603 forward andbackward, and the reel unit 6040 is provided on a side face of the grip6030 to allow the player to fix the control lever 603 by gripping thegrip 6030 by one hand and to rotate the reel handle 6043 by the otherhand. With this, because the player can firmly fix the control lever 603by one hand and rotate the reel handle 6043 by the other hand, anexcessively strong power is not required to operate the control lever603. This prevents the player from concentrating on the operation toomuch and physically damaging the control lever 603.

According to the arrangement above, in a fishing game which is a commongame in which a benefit is awarded in accordance with the type and sizeof fish caught, a common effect image in which the fishline 712 adisplayed on the upper display 700 (common display) is moved up or downin accordance with the number of rotation detected by the rotationsensor 6044 is displayed (see FIG. 35A, FIG. 35B, and FIG. 35C). Thisprovides the player with an effect of as if he/she is actually playingfishing.

Furthermore, according to the arrangement above, the control lever 603is provided with the grip 6030 which is gripped by one hand of theplayer and rotatable about the rotation axis 6030 a, and the reel handle6043 of the reel unit 6040 is arranged to be rotatable about the axis(rotation axis 6042) with respect to the rotation axis 6030 a of thegrip 6030. With this, the control lever 603 is operated by both hands ofthe player such that the player grips the grip 6030 by one hand androtates the reel handle 6043 by the other hand. In this regard, becausethe rotation axis 6030 a of the grip 6030 and the rotation axis 6042 ofthe reel handle 6043 are arranged to be in parallel to each other, thefluctuation occurring when the grip 6030 and the reel handle 6043 areoperated is restrained as compared to a case where the rotation axis6030 a of the grip 6030 and the rotation axis 6042 of the reel handleare not arranged to be in parallel to each other. This prevents theplayer from concentrating on the operation too much and physicallydamaging the control lever 603.

The above embodiment thus described solely serves as a specific exampleof the present invention, and the present invention is not limited tosuch an example. Specific structures of various means may be suitablydesigned or modified. The above embodiment thus described solely servesas a specific example of the present invention, and the presentinvention is not limited to such an example. Specific structures ofvarious means may be suitably designed or modified.

For example, the aspects, values, or the like concerning the effects arenot limited to those described in the embodiment above. Furthermore, thedata or the like exchanged between the gaming terminals 10 and thecenter controller is not limited to the above. For example, theinformation of the number of paylines L activated in response to bettingis transmitted in the present embodiment. Not limited to this,information indicating the bet amount may be transmitted. In this case,a table associated with the number of paylines may be associated withthe bet amount or the range of the bet amount.

In addition to the above, while in the embodiment above resistance isimparted to the rotation axis 6042 by using the rotary dumper 6045 whichis included in the reel unit 6040 and includes a one-way clutch as arotation resistance imparting unit, resistance may be imparted to therotation axis 6042 by electric control. For example, anelectromagnetic-clutch rotation resistance imparting unit is used andresistance is imparted to the rotation axis 6042 based on an instructionfrom the CPU 41 (electric control). In this case, the CPU 41(controller) calculates the rotational speed of the reel handle 6043based on the rotation of the reel handle 6043 (rotation axis 6042)detected by the rotation sensor 6044. Referring to a resistance changetable stored in the RAM 43, the CPU 41 then gives an instruction to theelectromagnetic-clutch rotation resistance imparting unit to impartresistance in accordance with the calculated rotational speed. Theresistance change table is a table in which resistance corresponding tothe rotational speed is set in such a way that, for example, therotational speeds of the reel handle 6043 are classified into threeranges, i.e., 0 to A, A the B, and B and higher, and resistance D is setfor the range of 0 to A, resistance E is set for the range of A to B,and resistance F (D<E<F) is set for the range of B and higher. Asdescribed above, the rotational speed of the rotation axis 6042 (reelhandle 6043) is calculated by dividing the (predetermined) distance forone rotation of the rotation axis 6042 by the time required for onerotation of the rotation axis 6042 (the interval of rotations of therotation axis 6042 detected by the sensor 6044 b).

According to the arrangement above, the rotational speed of the reelhandle 6043 is calculated based on the rotation of the reel handle 6043detected by the rotation sensor 6044, and the resistance correspondingto the calculated rotational speed is applied to the reel handle 6043under the electric control by the electromagnetic-clutch rotationresistance imparting unit. This makes it possible to imitate therotational resistance applied to the reel of an actual fishing rod.

In addition to the above, while the rotation axis 6042 is provided inthe present embodiment, the reel handle 6043 may be attached such that adrum is provided in place of the rotation axis 6042 and the drum isdirectly rotated (direct drive). In this case, because the reel handle6043 is rotated at a position distant from the rotational axis of thedrum (i.e., the rotational center of the drum is deviated from therotational center of the reel handle 6043), the force required for theplayer to rotate the reel handle 6043 is small.

In addition to the above, while in the present embodiment an effect isexecuted after a payout in a base game, a bonus game, or a common gameis randomly determined, the random determination may be conducted whilean effect is being executed. For example, while in the embodiment abovean effect indicating the payout amount by the fish image 714 and thefishing bait image 713 is executed as an effect in the bonus game andthe common game, the following effect may be executed by using thefishing bait image 713.

More specifically, an effect in which the fish image 714 approaches thefishing bait image 713 is conducted. When the probability of winning thebonus corresponding to the fish image 714 is high (for example, 73% orhigher), the fishing bait image 713 is displayed in red, when theprobability of the winning the bonus corresponding to the fish image 714is intermediate (for example, 54% or higher), the fishing bait image 713is displayed in orange, and when the probability of winning the bonuscorresponding to the fish image 714 is low (for example, 53% or lower),the color of the fishing bait image 713 is maintained to be green.Alternatively, the fish image 714 may open the mouth and attack thefishing bait image 713 when the fishing bait image 713 is displayed inred, and the fishing bait image 713 may be pecked by the mouth of thefish image 714 when the fishing bait image 713 is displayed in orange.

In addition to the above, while the game qualification time awardingtable shown in FIG. 16 indicates that a plurality of payout rates areset for each number of activated paylines, the disclosure is not limitedto this arrangement. For example, as shown in FIG. 57, a payout rate maybe set for each number of activated paylines.

In the present embodiment, when any one of the gaming terminals 10 winsthe independent special game or the mystery bonus and an effectassociated with the game having been won is being executed at any one ofthe gaming terminal areas 703 of the upper display 700, a common gamestarts after the end of the effect even if the start of the common gamehas been determined. The disclosure, however, is not limited to thisarrangement. For example, when the start of the common game isdetermined, the effect associated with the independent special game orthe mystery bonus may be canceled and the common game may be started.This makes it possible to start the common game without keeping thegaming terminal 10 qualified in the common game waiting for the start ofthe game.

When no game is being executed at the gaming machine 300 or no game isbeing executed at any gaming terminal 10, the ranking of bonus typeshaving been awarded as payouts in the past may be displayed on the upperdisplay 700 as shown in FIG. 58.

In the example shown in FIG. 58, no game is being executed at the gamingterminal 10 c. More specifically, at a central part of the gamingterminal area 703 c corresponding to the gaming terminal 10 c, a rankingimage 750 is displayed. The ranking image 750 includes a rank area 750a, a name area 750 b, a date area 750 c, and a fish area 750 d. The rankarea 750 a displays the ranks indicating the sizes of obtained bonuses.The name area 750 b displays the names of the players having obtainedbonuses. Note that, when the gaming terminal 10 is able to store amember card or the like in which the name, membership number or the likeof the player is stored, the name, membership number or the like storedin the card may be displayed. The date area 750 c displays the date ofobtaining a bonus. The fish area 750 d displays an image of fishcorresponding to an obtained bonus. Alternatively, on the fish area 750d, a text string indicating the obtained bonus may be displayed, a unitpayout amount of the obtained bonus may be displayed, or at least one ofthe former two and a fish image may be displayed. The ranking may bedetermined with reference to the unit payout amount of each obtainedbonus or with reference to a value calculated by multiplying a unitpayout amount by a payout rate.

In addition to the above, the present embodiment may be arranged suchthat, as indicated by a count display unit 720 shown in FIG. 33, thetime during which the common game is executed, which is determined inadvance, is arranged to be variable for each gaming terminal 10, and thetime during which the common game is executed is extended in accordancewith the average bet amount per unit game in the base game before thestart of the common game. In such a case, the average value of thecurrent bet amount is preferably displayed on the terminal image displaypanel 16. With this, checking the average bet amount displayed on theterminal image display panel 16, the player is able to adjust the amountof bet placed by him/her to set the time during which the common game isrun to be a desirable time, in preparation for the common game whichstarts at an unknown timing.

In addition to the above, the time during which the common game isexecuted may be elongated in accordance with the accumulative amount ofthe bet amount until the start of the common game. Also in this case,the current accumulative bet amount is desirably displayed on theterminal image display panel 16. According to this arrangement, checkingthe current accumulative bet amount displayed on the terminal imagedisplay panel 16, the player is able to adjust the amount of bet placedby him/her to set the time during which the common game is run to be adesirable time, in preparation for the common game which starts at anunknown timing. Furthermore, because the accumulative bet amount isdisplayed, the player adjusts the bet amount more finely as compared tothe case where the average bet amount is displayed, and hence strategicenjoyment is enhanced.

In addition to the above, the time during which the common game is runmay be determined based on the bet amount in the base game immediatelybefore the start of the common game. According to this arrangement, theplayer may increase the bet amount to keep the time during which thecommon game is run to be always a desired time, in preparation for thecommon game which starts at an unknown timing.

(Game Invalidation Due to Update of Movable Range and Warning Display)

The gaming terminal 10 of the present embodiment may be arranged so thatthe movable range of the control lever 603 is updated in accordance withan operation by the user. Furthermore, warning display and gameinvalidation may be executed in accordance with the state of operationof the control lever 603. More specifically, the gaming terminal 10includes a terminal image display panel 16, a speaker 617 or the likeused for giving notification to the player, a control lever 603 forreceiving an input from the player, a supporting mechanism 6200 shown inFIG. 10 which rotatably supports the control lever 603 by the rotationmotor 6033 at one end portion of the control lever 603, an inclinationdetecting mechanism 600 a for detecting the angle of inclination of thecontrol lever 603, and a storage unit (inclination angle tables shown inFIG. 68 and FIG. 69) for storing the angle of inclination, and aterminal controller 630.

The supporting mechanism 6200 is arranged to be switchable between amode with which the control lever 603 is automatically rotated by therotation motor 6033 and a mode with which the control lever 603receiving a load form the rotation motor 6033 is manually rotated by theplayer. In the present embodiment, the phrase “the control lever 603 isrotatable” indicates an operation in the mode with which the lever isautomatically rotated by the driving force of the rotation motor 6033.

The terminal controller 630 is programmed to execute the processes (a1)to (a3). In the process (a1), the control lever 603 is rotated by thesupporting mechanism 6200 at a predetermined reset timing, the upperlimit of the angle of inclination and the lower limit of the angle ofinclination of the movable range are detected by the inclinationdetection mechanism 600 a, and the upper limit of the angle ofinclination and the lower limit of the angle of inclination are storedin the storage unit (inclination angle table) as the upper limit and thelower limit of the movable range. With this, as shown in FIG. 68, theprocess (a1) arranges the inclination angle table in the initial settingstate. For example, a movable range field of the inclination angle tableis arranged so that the initial movable range is set between themovement lower limit “50” and the movement upper limit “600”.

In this connection, in the present embodiment, the initial setting ofthe upper limit of the angle of inclination and the lower limit of theangle of inclination of the movable range is performed by causing thecontrol lever 603 to contact restriction members 6402 b and 6402 a (seeFIG. 67). More specifically, the upper limit of the angle of inclinationof the movable range is set with the assumption that a lever position ofthe control lever 603 when the control lever 603 is rotated backward(toward the cabinet) and stops the movement as it contacts therestriction member 6402 b provided at the back is the start position. Onthe other hand, the lower limit of the angle of inclination of themovable range is set with the assumption that a lever position of thecontrol lever 603 when the control lever 603 is rotated forward (towardthe player) and stops the movement as it contacts the restriction member6402 a provided at the front is the end position.

In the process (a2), as shown in FIG. 67, the angle of inclination ofthe control lever 603 is detected when the control lever 603 is rotatedby the player while a game is being run. In the process (a3), whetherthe angle of inclination detected in (a2) falls within the movable rangestored in the storage unit is determined. If the angle is larger thanthe movable range, the upper limit of the angle of inclination isupdated with the angle of inclination. If the angle is smaller than themovable range, the lower limit of the angle of inclination is updatedwith the angle of inclination. It is noted that the “game” includes allkinds of games such as a basic game and a common game.

In this way, as shown in FIG. 68, the process (a2) and the process (a3)set the inclination angle table at a correction setting state. Forexample, when the angle of inclination of the control lever 603 is“630”, the movable range field of the inclination angle table is updatedso that the movable range is set at the movement lower limit “50” to themovement upper limit “630”. In other words, as shown in FIG. 67, themovable range of the control lever 603 is changed from the initialmovable range to an updated movable range.

According to the arrangement above, because the movable range of thecontrol lever 603 is changed in accordance with the player's operation,the gaming terminal 10 is able to optimize, during the game play, themovable range based on the player-side conditions such as the player'splay style, physical constitution, and muscle strength and thegaming-terminal-side conditions indicating the individual specificity ofeach gaming terminal 10 such as the deformation of components over time,dimensional variations of the components, and assembly errors. As aresult, various processes based on the movable range of the controllever 603, e.g., issuing a warning against excessive operations at asuitable timing or at a suitable angle of inclination (lever position)of the control lever 603.

In addition to the above, the gaming terminal 10 is arranged to issue awarning when the operation of the control lever 603 is close to theupper limit or the lower limit of the movable range. More specifically,the terminal controller 630 is programmed to execute the process (a4).In the process (a4), as shown in FIG. 68, when the angle of inclinationdetected in (a2) falls within the first warning range, the upper limitof which is the upper limit of the angle of inclination (movement upperlimit) of the movable range stored in the storage unit, or within thesecond warning range, the lower limit of which is the lower limit of theangle of inclination (movement lower limit) of the movable range storedin the storage unit, a warning is issued to the player by notificationby means of the notification unit. This allows the gaming terminal 10 toissue a warning against an excessive operation of the control lever 603close to the limit of the movable range.

Details of the warning will be given. As shown in FIG. 70, to beginwith, a first warning image 715 a “WARNING” is displayed on the displayscreen. Thereafter, as shown in FIG. 71, the first warning image isswitched to a second warning image 715 b “Do not rough rod controllerMalfunction might occur”. At the same time as the display of the secondwarning image 715 b, the content of the second warning image 715 b isread aloud by sound.

In addition to the above, the gaming terminal 10 is arranged to changethe warning level in stages at the time of the operation of the controllever 603. More specifically, in (a4), the terminal controller 630divides at least one of the first warning range and the second warningrange into two or more (e.g., three) areas, and the warning content(sound, audio, text information, or the like) indicating the warninglevel for the player is changed in accordance with each area. Morespecifically, the volume of the sound is changed in stages when thecontent of the second warning image 715 b is output as sound. It isnoted that a warning may be linearly changed. This allows the player atthe gaming terminal 10 to understand to what extent the operation isexcessive, through the warning contents notified to the player. It istherefore possible to prevent the control lever 603 from being broken,without taking away the enthusiasms of the player toward the game.

In addition to the above, the gaming terminal 10 is arranged so that thewarning level is increased in stages. More specifically, in (a4), theterminal controller 630 increases the warning level (sound volume,musical pitch, light amount, light color, output intervals, etc.) of thewarning contents as the plural areas get close to the upper limit of thefirst warning range or the lower limit of the second warning range. Thisallows the player at the gaming terminal 10 to instinctively understandto what extent the operation is excessive, through the increase in thewarning level notified to the player.

In addition to the above, the gaming terminal 10 is arranged toinvalidate the game when the control lever 603 is excessively operated.More specifically, if in (a4) the warning level is at the highest, theterminal controller 630 stops the running of the game when apredetermined operation condition is satisfied. For example, when afishing game is run, an image showing that the fishline is broken may bedisplayed and the game may be forcibly terminated thereafter. Thisallows the gaming terminal 10 to prevent damages to the control lever603 on account of an excessive operation by the player.

It is noted that the “predetermined operation condition” is cases where,for example, an excessive operation is continued for more than apredetermined time such as 16 seconds while a warning has been issued atthe maximum warning level and where an excessive operation is repeatedfor a predetermined number of times such as twice during a predeterminedtime such as 20 seconds.

The relationship between the warning level and the warning timing may bearranged as below. That is to say, the terminal controller 630 may beprogrammed to execute the following process (a6). In the process (a6), awarning is issued against the player by the notification by means of thenotification unit when the angle of inclination detected in (a2)remains, for a predetermined time, in either the first warning range,the upper limit of which is the upper limit of the angle of inclinationof the movable range, or the second warning range the lower limit ofwhich is the lower limit of the angle of inclination of the movablerange, or when the angle of inclination is changed to the first warningrange or the second warning range for a predetermined number of timeswithin a predetermined time. In such cases, a warning is issued againstan excessive operation of the control lever 603 close to the limit ofthe movable range.

Furthermore, in (a6), the terminal controller 630 may issue a warning tothe player by causing the notification unit to display a warning imageand produce a warning sound at low volume when the predetermined time isa first predetermined time or when the predetermined number of times isa first predetermined number of times, the terminal controller 630 mayissue a warning to the player by causing the notification unit todisplay a warning image and produce a warning sound at “middle” volumewhen the predetermined time is a second predetermined time (secondpredetermined time>first predetermined time) or when the predeterminednumber of times is a second predetermined number of times (secondpredetermined number of times>first predetermined number of times), andthe terminal controller 630 may issue a warning to the player by causingthe notification unit to display a warning image and produce a warningsound at high volume when the predetermined time is at a thirdpredetermined time (third predetermined time>second predetermined time)or when the predetermined number of times is a third predeterminednumber of times (third predetermined number of times>secondpredetermined number of times).

The arrangement above allows the player to understand to what extent theoperation is excessive, through the warning contents notified to theplayer. It is therefore possible to prevent the operation device frombeing broken, without taking away the enthusiasms of the player towardthe game.

More specifically, a first warning image 715 a and a second warningimage 715 b shown in FIG. 3 and FIG. 4 are displayed and a warning soundis produced at low volume, when the lever position (angle ofinclination) continuously stays at the first warning range or the secondwarning range for the first predetermined time such as four seconds orwhen the lever position (angle of inclination) enters the first warningrange or the second warning range for the first predetermined number oftimes such as five times within the predetermined time such as 15seconds.

In addition to the above, the first warning image 715 a and the secondwarning image 715 b shown in FIG. 3 and FIG. 4 are displayed and awarning sound is produced at “middle” volume, when the lever position(angle of inclination) continuously remains in the first warning rangeor the second warning range for the second predetermined time (secondpredetermined time>first predetermined time) such as 10 seconds, or whenthe lever position (angle of inclination) enters the first warning rangeor the second warning range for a second predetermined number of times(second predetermined number of times>first predetermined number oftimes) such as 10 times within the predetermined time such as 15seconds.

In addition to the above, the first warning image 715 a and the secondwarning image 715 b shown in FIG. 3 and FIG. 4 are displayed and awarning sound is produced at high volume, when the lever position (angleof inclination) continuously remains in the first warning range or thesecond warning range for the third predetermined time (thirdpredetermined time>second predetermined time) such as 16 seconds, orwhen the lever position (angle of inclination) enters the first warningrange or the second warning range for the third predetermined number oftimes (third predetermined number of times>second predetermined numberof times) such as 15 times within the predetermined time such as 15seconds.

With the above-described relationship between the warning level and thewarning timing, a warning is issued when an excessive lever operationhas continued for a long time or when an excessive lever operation isrepeatedly done. As the warning level is changed in accordance with thetime and frequency of the excessive lever operation, a warning to theplayer to refrain from an excessive lever operation is issued in stages.

(Inclination Angle Table)

As shown in FIG. 69, the inclination angle table has a detection rangefield, a movable range field, a load range field, and a warning rangefield. The detection range field stores the maximum range of the anglesof inclination detectable by the detecting mechanism 600 a. For example,the detection range field stores the angles of inclination from “1” to“1000” in sequence. The angle of inclination is calculated by rounding adetected magnetic force value at each position of the rotated controllever 603 to an integer. The table shown in FIG. 69 indicates that theangle of inclination is detectable with the resolution of “1” to “1000”.It is noted that the resolution of the detection of the angle ofinclination is easily changed by changing the maximum value in thedetection range field. For example, when the maximum value in thedetection range field is changed from “1000” to “50”, the angle ofinclination is detected with the resolution of “1” to “50”.

The movable range field specifies the range of the angles of inclinationin which the control lever 603 is operable. That is to say, the movablerange field specifies, for example, the movable range by assigning “1”to the range corresponding to the angles of inclination from thecabinet-side start position to the player-side end position andassigning “0” to other areas. For example, the table shown in FIG. 69indicates that the angles of inclination are variable within the rangeof “50” to “600”. When an operation of the control lever 603 exceeds theupper limit or lower limit of the movable range, the movable range isupdated so that the exceeded angle of inclination is set as a new upperlimit or lower limit of the movable range.

The load range field specifies the range of the angles of inclination inwhich a load is placed on the control lever 603. That is to say, theload range field specifies, for example, the movable range by assigning“1” to the range of the angles of inclination from the cabinet-sidestart position to the player-side end position and by assigning “0” toother areas. For example, the table in FIG. 69 indicates that a load isplaced when the angle of inclination falls within the range of “50” to“600”. While the present embodiment is arranged so that the range of theangles of inclination is identical between the movable range field andthe load range field, this arrangement is not prerequisite.

The warning range field specifies the range of the angles of inclinationin which a warning is issued to the player and also specifies the rangeof the angles of inclination for each warning level. That is to say, thewarning range field assigns “1” to the low warning level, “2” to the“middle” warning level, “3” to the high warning level, and “0” to theranges in which no warning is issued.

For example, the table of FIG. 69 assigns the warning level “3” to therange of the angles of inclination “50” to “65”, the warning level “2”to the range of the angles of inclination “65” to “80”, and the warninglevel “1” to the range of the angles of inclination “80” to “95”.Furthermore, the table assigns the warning level “1” to the range of theangles of inclination “555” to “570”, the warning level “2” to the rangeof the angles of inclination “570” to “585”, and the warning level “3”to the range of the angles of inclination “585” to “600”. The warninglevel “0” is assigned to the ranges other than the above.

As such, when the control lever 603 is positioned at the angle ofinclination in the start-position-side warning range or theend-position-side warning range, the gaming terminal 10 issues a warningto the player by the warning contents or sound at volume correspondingto each warning level.

(Operation of Gaming Terminal 10: Initial Setting Process Routine)

To update the movable angle of the control lever 603 in accordance withan operation by the player and to execute warning display and gameinvalidation in accordance with the state of operation of the controllever 603, the gaming terminal 10 of the present embodiment mayindependently execute a below-described initial setting process routine,correction setting process routine, and warning process routine inparallel. With this, the gaming terminal 10 updates the inclinationangle table in response to a player's operation of the control lever 603and issues a warning to the player. Furthermore, a game is invalidated(terminated) when the control lever 603 is operated in a predeterminedoperation condition. The following will detail these processes.

To begin with, as shown in FIG. 72, whether system reset has been doneby powering on the gaming terminal 10 or inputting a system reset signalis determined (S101). If the system reset has not been done (S101: NO),the routine is terminated. On the other hand, when the system reset hasbeen done (S101: YES), as shown in FIG. 1, the control lever 603 isautomatically rotated to the cabinet side (S102). As the control lever603 contacts the restriction member 6402 b, whether the control lever603 has stopped is determined (S103). When the rotation is not stopped(S103: NO), the routine is executed again from S102 and the rotation ofthe control lever 603 is continued. On the other hand, when the rotationof the control lever 603 is stopped (S103: YES), the angle ofinclination at the start position is set as the lower limit of the angleof inclination (S104).

Subsequently, the control lever 603 is automatically rotated to theplayer side (S105). As the control lever 603 contacts the restrictionmember 6402 a, whether the rotation of the control lever 603 has stoppedis determined (S106). When the rotation is not stopped (S103: NO), theroutine is executed again from S102 and the rotation of the controllever 603 is continued. On the other hand, when the rotation of thecontrol lever 603 is stopped (S106: YES), the angle of inclination atthe start position is set as the upper limit of the angle of inclination(S107).

Thereafter, the movable range area in the inclination angle table ofFIG. 68 is arranged so that the lower limit of the angle of inclinationand the upper limit of the angle of inclination obtained as above areset as the movement upper limit and the movement lower limit of themovable range (S108). Furthermore, the load range area in theinclination angle table of FIG. 68 is set so that the lower limit of theangle of inclination and the upper limit of the angle of inclination areset as the load upper limit and the load lower limit of the load range(S109). Thereafter, the first warning range is set. More specifically,the lower limit of the angle of inclination is set as the first warninglower limit and the sum of the lower limit of the angle of inclinationand a predetermined value is set as the first warning upper limit. Byusing the first warning upper limit and the first warning lower limit,the first warning range in the inclination angle table of FIG. 68 is set(S110).

Thereafter, the second warning range is set. More specifically, a valuecalculated by subtracting a predetermined value from the upper limit ofthe angle of inclination is set as the second warning lower limit andthe upper limit of the angle of inclination is set as the second warningupper limit. By using the second warning upper limit and the secondwarning lower limit, the second warning range in the inclination angletable of FIG. 68 is set (S111). Subsequently, after the execution of thewarning level setting process (S112), the routine is terminated.

(Operation of Gaming Terminal 10: Warning Level Setting Process Routine)

In the warning level setting process, each of the first warning rangeand the second warning range is divided into three areas, and differentwarning levels are assigned to these areas. More specifically, as shownin FIG. 74, the first warning range is divided into three areas. Morespecifically, from the movement lower limit side of the movable range, afirst area, a second area, and a third area are set (S311). Thereafter,a warning level is assigned to each area of the first warning range.That is to say, a high level is assigned to the first area, a “middle”level is assigned to the second area, and a low level is assigned to thethird area (S312).

Thereafter, the second warning range is divided into three areas. Morespecifically, from the movement upper limit side of the movable range, afirst area, a second area, and a third area are set (S313). Thereafter,a warning level is assigned to each area of the first warning range.That is to say, a high level is assigned to the first area, a “middle”level is assigned to the second area, and a low level is assigned to thethird area (S314).

(Operation of Gaming Terminal 10: Correction Setting Process Routine)

In the correction setting process, as shown in FIG. 73, whether a gameis being run is determined (S201). When no game is being run (S201: NO),the routine is terminated. When a game is being run (S201: YES), theangle of inclination is obtained (S202). Furthermore, the movement upperlimit of the movable range is obtained (S203). Furthermore, whether theangle of inclination is larger than the movement upper limit isdetermined (S204). When the angle of inclination is larger than themovement upper limit (S204: YES), the angle of inclination is set as themovement upper limit (S205). Furthermore, the load upper limit of theload range is replaced with the angle of inclination (S206). Thereafter,the second warning range is updated. That is to say, the second warninglower limit is replaced with a value calculated by subtracting apredetermined value from the movement upper limit and the second warningupper limit is replaced with the movement upper limit (S207).Thereafter, the above-described warning level setting process isexecuted and a predetermined warning level is assigned to each area(S213), and then the routine is terminated.

On the other hand, when in S204 the angle of inclination is not largerthan the movement upper limit (S204: NO), the movement lower limit ofthe movable range is obtained (S208). Thereafter, whether the angle ofinclination is smaller than the movement lower limit is determined(S209). When the angle of inclination is not smaller than the movementlower limit (S209: YES), the routine is terminated. On the other hand,when the angle of inclination is smaller than the movement lower limit(S209: YES), the movement lower limit is replaced with the angle ofinclination (S210). Furthermore, the load lower limit of the load rangeis replaced with the angle of inclination (S211). Furthermore, the firstwarning range is updated. That is to say, the first warning lower limitis replaced with the movement lower limit and the second warning upperlimit is replaced with a value calculated by adding a predeterminedvalue to the movement upper limit (S212). Thereafter, theabove-described warning level setting process is executed and apredetermined warning level is assigned to each area (S213), and thenthe routine is terminated.

(Operation of Gaming Terminal 10: Warning Process Routine)

In the warning process, as shown in FIG. 75, whether a game is being runis determined (S411). When no game is being run (S201: NO), the routineis terminated. When a game is being run (S411: YES), the angle ofinclination is obtained (S412). Furthermore, whether the angle ofinclination falls within the first warning range is determined (S413).When the angle falls within the first warning range (S413: YES), awarning corresponding to the warning level of each area of the firstwarning range is issued. That is to say, as shown in FIG. 68 and FIG.69, in the case of the first area, warning display of the first warningimage 715 a and the second warning image 715 b and a sound warning athigh volume are carried out. In the case of the second area, the warningdisplay and a sound warning at “middle” volume are carried out. In thecase of the third area, the warning display and a sound warning at a lowvolume is carried out (S414).

Thereafter, when the control lever 603 is operated at a predeterminedoperation condition, the game is invalidated (S417). When thepredetermined operation condition is not satisfied, the routine isterminated while the game is continued. It is noted that the“predetermined operation condition” is cases where, for example, anexcessive operation is continued for more than a predetermined time suchas 16 seconds while a warning has been issued at the maximum warninglevel and where an excessive operation is repeated for a predeterminednumber of times such as twice during a predetermined time such as 20seconds.

If in S413 the angle does not fall within the first warning range (S413:NO), then whether the angle of inclination falls within the secondwarning range (S415) is determined. When the angle does not fall withinthe second warning range (S415: NO), the routine is terminated. When theangle falls within the second warning range (S415: YES), a warningcorresponding to the warning level of each area of the second warningrange is issued. That is to say, in the case of the first area, thewarning display and the sound warning at high volume are carried out. Inthe case of the second area, the warning display and a sound warning at“middle” volume are carried out. In the case of the third area, thewarning display and a sound warning at a low volume is carried out(S416). Thereafter, when the control lever 603 is operated at apredetermined operation condition, the game is invalidated (S417). Whenthe predetermined operation condition is not satisfied, the routine isterminated while the game is continued.

(Modifications)

As shown in FIG. 2, the gaming machine 300 of the embodiment above isarranged so that the gaming terminals 10 and the external controller 621(center controller 200 or the like) connected to be able to exchangedata therebetween are able to mutually communicate with each other, asshown in FIG. 59, the external controller 621 (center controller 200 orthe like) may not transmit data to the outside and only receive datafrom the gaming terminals 10 or the like. In this case, the gamingterminals 10 are connected with the external controller 621 (centercontroller 200 or the like) so that only one-way communication of datafrom the gaming terminals 10 to the external controller 621 is possible.

In connection with the above, a process in the gaming machine 300 whenonly one-way communication of data from the gaming terminals 10 to theexternal controller 621 is possible will be described with reference tothe flow of the following modification. In the modification, the mattersidentical with those of the embodiment above will not be described.

(Terminal-Side Base Game Process Routine According to Modification)

In the embodiment above, the main CPU 41 of the gaming terminal 10executes the terminal-side base game process routine shown in FIG. 45when the terminal side initial setting routine shown in FIG. 44 ends. Inthe modification, a base game proceeds as the main CPU 41 executes aterminal-side base game process routine according to the modificationshown in FIG. 60.

The steps C1 to C15 in a terminal-side base game process routine in themodification are identical with the steps C1 to C15 in the terminal-sidebase game process routine shown in FIG. 45. In the modification, afterthe terminal-side bonus process in C15, a terminal-side progressivebonus process shown in FIG. 52 is executed. In this case, a processdifferent from the process in the embodiment above is executed in thestep L1. More specifically, internal random determination of whether tostart the progressive bonus game is conducted, and whether to start theprogressive bonus game is determined by this internal randomdetermination (L1). When the progressive bonus game starts (L1: YES),the progressive bonus start effect process is executed as in the step L2of the embodiment above. When the progressive bonus game does not start(L1: NO), the process is terminated. The other processes are identicalwith those in the embodiment above.

Furthermore, as the terminal-side base game process routine of themodification shown in FIG. 60 is executed, the progressive controller340 executes a progressive controller-side progressive bonus processshown in FIG. 53 whereas the center controller 200 executes a centercontroller-side progressive bonus process shown in FIG. 54.

As such, in the gaming machine 300 of the modification, as shown in FIG.54, the center controller 200 only receives a progressive bonus randomdetermination effect signal and executes the above-described effect suchas the progressive bonus effect image shown in FIG. 55 on the upperdisplays 700 a, 700 b, and 700 c of the center controller 200, and doesnot transmit data to other devices such as the gaming terminal 10.

Another Embodiment

Now, referring to FIG. 61, the internal connection layout of a gamingmachine 1000 of another embodiment, which includes gaming terminals1010. FIG. 61 shows the gaming machine 1000 including the gamingterminals 1010 according to Another Embodiment of the present invention.

As shown in FIG. 61, the gaming machine 1000 includes six gamingterminals (EGMs (Each Gaming Machines)) 1010, media players 1021A,1021B, and 1021C (each connected to two gaming terminals 1010), a HUB1022 connecting the three media players 1021A, 1021B, and 1021C witheach other by a LAN cable, a jackpot controller 1340 provided with aRAM, and three common displays 1700 (1700 a, 1700 b, and 1700 c)connected to the respective media players 1021A, 1021B, and 1021C.

The gaming terminal 1010 is identical with the gaming terminal describedin the embodiment above, except the inclusion of a motherboard (MB) 1011on which a CPU is mounted, an X-com board 1012 which is a communicationdevice which allows only one-way communication to the media players1021A, 1021B, and 1021C corresponding to each gaming terminal 1010, andan SEI (Serial Electric Interface) 1013 which is capable of conductingmutual communication with other gaming terminals 1010 and the jackpotcontroller 1340. The media player 1021A is able to host the other mediaplayers 1021B and 1021C. That is to say, the media players 1021B and1021C are clients of the media player 1021A. The media players 1021A,1021B, and 1021C are connected with the respective common displays 1700(1700 a, 1700 b, and 1700 c) by a monitor cable, and each functions as acenter controller for controlling the common display 1700 (1700 a, 1700b, 1700 c). The jackpot controller 1340 is arranged to be identical withthe progressive controller 340 of the embodiment above.

Now, with reference to FIG. 62 to FIG. 65, the following will describe agaming-terminal-side SEA FISHING BONUS process as the terminal-sidebonus game process and a media player process executed at the mediaplayers 1021A, 1021B, and 1021C, when the gaming machines 1000 are usedand “SEA FISHING BONUS” starts as the bonus game in each gaming terminal1010 and the media players 1021A, 1021B, and 1021C.

(Gaming-Terminal-Side SEA FISHING BONUS Process)

When it is determined that the gaming-terminal-side SEA FISHING BONUSprocess is to be executed as the terminal-side bonus game process, theCPU of the motherboard 1011 executes a gaming-terminal-side SEA FISHINGBONUS process routine shown in FIG. 62 and FIG. 63.

As shown in FIG. 62, the CPU of the motherboard 1011 determines whetheran occurrence condition of “SEA FISHING BONUS” has been satisfied (T1).More specifically, when three predetermined symbols that trigger theoccurrence of “SEA FISHING BONUS” are stopped on the payline L shown inFIG. 20, it is determined that the occurrence condition of the “SEAFISHING BONUS” is satisfied. When the occurrence condition of the “SEAFISHING BONUS” is not satisfied (T1: NO), the motherboard 1011 is onstandby.

On the other hand, when the occurrence condition of the “SEA FISHINGBONUS” is satisfied (T1: YES), the CPU of the motherboard 1011 sends a“Feature start signal” to the media players 1021A, 1021B, and 1021C ofthe gaming terminal 1010 which has satisfied the occurrence condition ofthe “SEA FISHING BONUS” (T2). In so doing, “Feature start signal” issent by one-way communication from the X-com board 1012 of the gamingterminal 1010 to the corresponding media players 1021A, 1021B, and1021C.

Subsequently, on the terminal image display panel 16 of the gamingterminal 1010, an image of “Bubble” representing the “SEA FISHING BONUS”is displayed (T3). After a predetermined time elapses, a “bait and fishgroup effect start signal” is sent to the corresponding media players1021A, 1021B, and 1021C (T4). In this connection, the “bait and fishgroup effect start signal” is transmitted in one-way communication fromthe X-com board 1012 of the gaming terminal 1010 to the correspondingmedia players 1021A, 1021B, and 1021C.

Thereafter, the title of the “SEA FISHING BONUS” is displayed on theterminal image display panel 16 (T5). After a predetermined timeelapses, a signboard describing the rules of the “SEA FISHING BONUS” isdisplayed on the terminal image display panel 16 (T6). After apredetermined time elapses, the lookup display shown in FIG. 21 isconducted (T7).

Subsequently, a “GET READY display signal” is sent to the correspondingmedia players 1021A, 1021B, and 1021C (T8). In this regard, the “GETREADY display signal” is transmitted in one-way communication from theX-com board 1012 of the gaming terminal 1010 to the corresponding mediaplayers 1021A, 1021B, and 1021C.

Subsequently, as shown in FIG. 63, after a predetermined time elapses, a“START display signal” is sent to the corresponding media players 1021A,1021B, and 1021C (T9). In this regard, the “START display signal” istransmitted in one-way communication from the X-com board 1012 of thegaming terminal 1010 to the corresponding media players 1021A, 1021B,and 1021C.

Thereafter, the CPU of the motherboard 1011 conducts randomdetermination regarding whether in “SEA FISHING BONUS” fish will becaught and what is the type of fish when fish is caught, based on a “SEAFISHING BONUS” random determination table read out from a storage of thegaming terminal 1010 (T10). In the random determination of T10, whetherfish is caught is determined (T11).

When fish is caught (T11: YES), a “fish catch and type of fishinformation signal” is sent to the corresponding media players 1021A,1021B, and 1021C (T12). In this regard, the “fish catch and type of fishinformation signal” is transmitted in one-way communication from theX-com board 1012 of the gaming terminal 1010 to the corresponding mediaplayers 1021A, 1021B, and 1021C.

On the other hand, when fish is not caught (T11: NO), a “failing tocatch fish information signal” is sent to the corresponding mediaplayers 1021A, 1021B, and 1021C (T13). In this regard, the “failing tocatch fish information signal” is transmitted in one-way communicationfrom the X-com board 1012 of the gaming terminal 1010 to thecorresponding media players 1021A, 1021B, and 1021C.

After T12 or T13, the CPU of the motherboard 1011 determines whether a“SEA FISHING BONUS” end condition is satisfied (T14). When the endcondition is not satisfied (T14: NO), the process proceeds to the stepT10.

On the other hand, when the end condition is satisfied (T14: YES), a“FINISH display signal” is sent to the corresponding media players1021A, 1021B, and 1021C (T15). In this regard, the “FINISH displaysignal” is transmitted in one-way communication from the X-com board1012 of the gaming terminal 1010 to the corresponding media players1021A, 1021B, and 1021C.

Thereafter, after a predetermined time elapses, a “Feature end signal”is sent to the corresponding media players 1021A, 1021B, and 1021C(T16). In this regard, the “Feature end signal” is transmitted inone-way communication from the X-com board 1012 of the gaming terminal1010 to the corresponding media players 1021A, 1021B, and 1021C.

Thereafter, the game result of the “SEA FISHING BONUS” is displayed andthe obtained payout is awarded to the terminal image display panel 16(T17). Then the routine is terminated.

(Media Player Process)

To begin with, as shown in FIG. 64, the CPU of each of the media players1021A, 1021B, and 1021C determines whether the “Feature start signal”has been supplied from the gaming terminal 1010 (R1). When the “Featurestart signal” has not been supplied (R1: NO), the “Feature start signal”is waited for.

On the other hand, when the “Feature start signal” has been received(R1: YES), an image of “Bubble” representing the “SEA FISHING BONUS” isdisplayed on the common display 1700 (R2).

Subsequently, the CPU of each of the media players 1021A, 1021B, and1021C determines whether the “bait and fish group effect start signal”has been supplied from the gaming terminal 1010 (R3). When the “bait andfish group effect start signal” has not been supplied (R3: NO), the“bait and fish group effect start signal” is waited for.

On the other hand, when the “bait and fish group effect start signal”has been supplied (R3: YES), the title of the “SEA FISHING BONUS” isdisplayed on the common display 1700 (R4).

Thereafter, after a predetermined time elapses, an effect image in whichthe fisher scatters ground bait on the sea and the fish is attracted tothe bait is displayed on the common display 1700 (R5).

Subsequently, the CPU of each of the media players 1021A, 1021B, and1021C determines whether the “GET READY display signal” has beensupplied from the gaming terminal 1010 (R6). When the “GET READY displaysignal” has not been supplied (R6: NO), the “GET READY display signal”is waited for.

On the other hand, when the “GET READY display signal” has been supplied(R6: YES), a text “GET READY” is displayed on the common display 1700(R7).

Subsequently, the CPU of each of the media players 1021A, 1021B, and1021C determines whether the “START display signal” has been suppliedfrom the gaming terminal 1010 (R8). When the “START display signal” hasnot been supplied (R8: NO), the “START display signal” is waited for.

On the other hand, when the “START display signal” has been supplied(R8: YES), a text “START” is displayed on the common display 1700 (R9).

Subsequently, as shown in FIG. 65, the CPU of each of the media players1021A, 1021B, and 1021C determines whether the “fish catch and type offish information signal” has been supplied from the gaming terminal 1010(R10). When the “fish catch and type of fish information signal” hasbeen supplied (R10: YES), texts “HIT” and “FIGHT” are displayed on thecommon display 1700 (R11). Thereafter, an effect image in which fish iscaught is displayed on the common display 1700 (R12). Then an effectimage in which the fishing rod is cast is displayed on the commondisplay 1700.

In the meanwhile, when the “fish catch and type of fish informationsignal” has not been supplied (R10: NO), the CPU of each of the mediaplayers 1021A, 1021B, and 1021C determines whether the “failing to catchfish information signal” has been supplied from the gaming terminal 1010(R13). When the “failing to catch fish information signal” has not beensupplied (R13: NO), the process goes back to the step R10. On the otherhand, when the “failing to catch fish information signal” has beensupplied (R13: YES), texts “HIT” and “FIGHT” are displayed on the commondisplay 1700 (R14). The time from the start of “HIT” to the end of“FIGHT” varies in accordance with the type of fish caught. Then, aneffect image indicating that no fish is caught is displayed on thecommon display 1700 (R15). Thereafter, an effect image in which thefishing rod is cast is displayed on the common display 1700.

After R12 or R15, the CPU of each of the media players 1021A, 1021B, and1021C determines whether the “FINISH display signal” has been suppliedfrom the gaming terminal 1010 (R16). When the “FINISH display signal”has not been supplied (R16: NO), the process goes back to the step R10.

On the other hand, when the “FINISH display signal” has been supplied(R16: YES), a text “FINISH” is displayed on the common display 1700(R17).

Subsequently, the CPU of each of the media players 1021A, 1021B, and1021C determines whether the “Feature end signal” has been supplied fromthe gaming terminal 1010 (R18). When the “Feature end signal” has notbeen supplied (R18: NO), the “Feature end signal” is waited for.

On the other hand, when the “Feature end signal” has been supplied (R18:YES), a game result of the “SEA FISHING BONUS” is displayed on thecommon display 1700 (R19). The routine is then terminated.

The gaming machine 1000 of the another embodiment has been described asabove. In the gaming machine 1000, while each gaming terminal 1010 isconnected with the jackpot controller 1340 via a SEI 1013 to be able tocommunicate with each other, each gaming terminal 1010 is connected withthe corresponding media players 1021A, 1021B, and 1021C via the X-comboard 1012 such that only one-way communication from the gaming terminal1010 to the media players 1021A, 1021B, and 1021C is allowed. It istherefore impossible to send any information signal from the mediaplayers 1021A, 1021B, and 1021C to each gaming terminal 1010.

In addition to the above, in the gaming machine 1000, transmitting asignal instructing the media players 1021A, 1021B, and 1021C to start aninstructed content at a timing (predetermined timing) of, for example,starting an effect such as an image to be displayed on the terminalimage display panel 16 of the gaming terminal 1010, effect soundgenerated in the gaming terminal 1010, and vibration of the controllever 603 by which the fishing rod is operated, a visual effect at thecommon display 1700 executed by the media players 1021A, 1021B, and1021C receiving the signal is synchronized with an effect at the gamingterminal 1010 (e.g., an image to be displayed on the terminal imagedisplay panel 16 of the gaming terminal 1010, effect sound generated inthe gaming terminal 1010, and vibration of the control lever 603 bywhich the fishing rod is operated).

Further, the detailed description above is mainly focused oncharacteristics of the present invention to fore the sake of easierunderstanding. The present invention is not limited to the aboveembodiments, and is applicable to diversity of other embodiments.Further, the terms and phraseology used in the present specification areadopted solely to provide specific illustration of the presentinvention, and in no case should the scope of the present invention belimited by such terms and phraseology. Further, it will be obvious forthose skilled in the art that the other structures, systems, methods orthe like are possible, within the spirit of the invention described inthe present specification. The description of claims therefore shallencompass structures equivalent to the present invention, unlessotherwise such structures are regarded as to depart from the spirit andscope of the present invention. Further, the abstract is provided toallow, through a simple investigation, quick analysis of the technicalfeatures and essences of the present invention by an intellectualproperty office, a general public institution, or one skilled in the artwho is not fully familiarized with patent and legal or professionalterminology. It is therefore not an intention of the abstract to limitthe scope of the present invention which shall be construed on the basisof the description of the claims. To fully understand the object andeffects of the present invention, it is strongly encouraged tosufficiently refer to disclosures of documents already made available.

The detailed description of the present invention provided hereinaboveincludes a process executed on a computer. The above descriptions andexpressions are provided to allow the one skilled in the art to mostefficiently understand the present invention. A process performed in orby respective steps yielding one result or blocks with a predeterminedprocessing function described in the present specification shall beunderstood as a process with no self-contradiction. Further, theelectrical or magnetic signal is transmitted/received and written in therespective steps or blocks. It should be noted that such a signal isexpressed in the form of bit, value, symbol, text, terms, number, or thelike solely for the sake of convenience. Although the presentspecification occasionally personifies the processes carried out in thesteps or blocks, these processes are essentially executed by variousdevices. Further, the other structures necessary for the steps or blocksare obvious from the above descriptions.

What is claimed is:
 1. A gaming machine comprising: a display configuredto display an effect image; a storage device configured to store theeffect image displayed on the display; an operation unit configured toallow a player to rotate a rotation axis in one or both directions; anda controller, the operation unit including a rotation sensor configuredto detect a unit number of rotation of the rotation axis when therotation axis is rotated in one or both directions, and the controllerbeing programmed to execute the processes of: (a1) in accordance with astatus of a game, causing the rotation sensor to detect the unit numberof rotation of the rotation axis, when the rotation axis is rotated inone or both directions; and (a2) in accordance with the unit number ofrotation of the rotation axis detected in the process (a1), changing aneffect content which is based on the effect image stored in the storagedevice.
 2. The gaming machine according to claim 1, wherein theoperation unit includes an effect sound generator which is configured togenerate sound by causing a gear attached to the rotation axis tocontact a flexible plate fixed to the operation unit.
 3. The gamingmachine according to claim 1, wherein the operation unit furtherincludes a vibration generator configured to vibrate the operation unitand, in accordance with the status of the game, the controller executesa process of vibrating the operation unit by causing the vibrationgenerator to vibrate.
 4. The gaming machine according to claim 2,wherein the operation unit further includes a vibration generatorconfigured to vibrate the control lever and, in accordance with thestatus of the game, the controller executes a process of vibrating theoperation unit by causing the vibration generator to vibrate.
 5. Thegaming machine according to claim 1, wherein the game is a fishing gamein which a benefit is awarded in accordance with the type and size offish caught, and in the game, the controller executes a process ofdisplaying the effect image of moving up and down a fishline displayedon the display in accordance with the detected unit number of rotation.6. The gaming machine according to claim 1, wherein the operation unitis configured to be gripped by the player and further includes a reelhandle which is configured to rotate the rotation axis.
 7. The gamingmachine according to claim 6, wherein the operation unit is rotatableabout a second rotation axis and the reel handle is positioned to berotatable about an axis which is parallel to the second rotation axis.8. The gaming machine according to claim 1, configured to allow a normalgame to be shifted to a special game, wherein the controller furtherexecutes a process of causing the normal game to be shifted to thespecial game when a predetermined condition is satisfied, and in theprocess (a1), in accordance with a status of the special game, therotation sensor detects the unit number of rotation of the rotation axiswhen the rotation axis is rotated in one or both directions.
 9. A gamingsystem comprising: gaming terminals each of which includes a terminalcontroller and an operation unit configured to allow a player to rotatea rotation axis in one or both directions; a common display configuredto display a common effect image; a storage device configured to storethe common effect image displayed on the common display; and a centercontroller, the operation unit including a rotation sensor configured todetect a unit number of rotation of the rotation axis when the rotationaxis is rotated in one or both directions, the center controller beingprogrammed to execute the process of: (b1) when information of the unitnumber of rotation of the rotation axis is received, changing an effectcontent which is based on the common effect image stored in the storagedevice in accordance with the unit number of rotation of the rotationaxis, and the terminal controller being programmed to execute theprocesses of: (c1) in accordance with a status of a game, causing therotation sensor to detect the unit number of rotation of the rotationaxis, when the rotation axis is rotated in one or both directions; and(c2) sending, to the center controller, information of the unit numberof rotation of the rotation axis detected in the process (c1).
 10. Acontroller of a gaming machine which includes an operation unit, whichis configured to allow a player to rotate a rotation axis in one or bothdirections and which includes a rotation sensor configured to detect aunit number of rotation of the rotation axis when the rotation axis isrotated in one or both directions; and an effect-producing unit, thecontroller being programmed to execute the processes of: (d1) inaccordance with a status of a game, obtaining the unit number ofrotation of the rotation axis when the rotation axis is rotated in oneor both directions, which is detected by the rotation sensor; and (d2)in accordance with the unit number of rotation of the rotation axisobtained in the process (d1), outputting a signal for controlling aneffect content of the effect producing unit.